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Improve documentation.
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@ -1159,8 +1159,12 @@ void Renderer::SetViewport()
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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// Set the reversed depth range. If we do depth clipping and depth range in the
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// vertex shader we only need to ensure depth values don't exceed the maximum
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// value supported by the console GPU. If not, we simply clamp the near/far values
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// themselves to the maximum value as done above.
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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glDepthRangef(16777215.0f / 16777216.0f, 0.0f);
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glDepthRangef(GX_MAX_DEPTH, 0.0f);
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else
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glDepthRangef(GLFar, GLNear);
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}
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