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BPFunctions: Move GX viewport conversion to VideoCommon
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@ -71,12 +71,6 @@ static int OSDTime;
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std::unique_ptr<Renderer> g_renderer;
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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const float Renderer::GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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static float AspectToWidescreen(float aspect)
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{
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return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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