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D3D: Viewport min and max depth is now clamped to [0..1] range
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@ -486,8 +486,8 @@ void Renderer::SetViewport()
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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(xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f,
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xfmem.viewport.farZ / 16777216.0f);
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std::max(0.0f, std::min(1.0f, (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f)),
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std::max(0.0f, std::min(1.0f, xfmem.viewport.farZ / 16777216.0f)));
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D3D::context->RSSetViewports(1, &vp);
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}
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