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Move Zfreeze code out individual backends into videoCommon
Also: * Implement support for per-vertex PosMatrixIndex * Only update zslope constant once when zfreeze is activated. * Added a bunch of comments.
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@ -34,11 +34,11 @@ public:
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static void RotateView(float x, float y);
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static void ResetView();
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// data: 3 floats representing the X, Y and Z vertex model coordinates
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// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
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// out: 4 floats which will be initialized with the corresponding clip space coordinates
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// NOTE: g_fProjectionMatrix must be up to date when this is called
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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static void TransformToClipSpace(const float* data, float *out);
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static void TransformToClipSpace(const float* data, float *out, u32 mtxIdx);
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static VertexShaderConstants constants;
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static bool dirty;
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