Move UseVertexDepthRange() out of Renderer

There wasn't really a good place for it, but this will do
This commit is contained in:
Scott Mansell
2023-01-31 18:18:46 +13:00
parent 2cfc02a116
commit 5803786beb
5 changed files with 27 additions and 24 deletions

View File

@ -18,6 +18,7 @@
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
@ -246,7 +247,7 @@ void SetScissorAndViewport()
max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}
if (g_renderer->UseVertexDepthRange())
if (VertexShaderManager::UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not.