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Improve documentation.
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@ -578,7 +578,10 @@ void Renderer::SetViewport()
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Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, 16777215.0f / 16777216.0f);
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// We do depth clipping and depth range in the vertex shader instead of relying
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// on the graphics API. However we still need to ensure depth values don't exceed
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// the maximum value supported by the console GPU.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH);
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D3D::context->RSSetViewports(1, &vp);
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}
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