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OGL: Add support for glDepthRangedNV to handle oversized depth ranges.
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@ -391,7 +391,8 @@ void VertexShaderManager::SetConstants()
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constants.pixelcentercorrection[2] = 1.0f;
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constants.pixelcentercorrection[3] = 0.0f;
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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{
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// Oversized depth ranges are handled in the vertex shader. We need to reverse
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// the far value to get a reversed depth range mapping. This is necessary
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@ -172,6 +172,7 @@ struct VideoConfig final
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bool bSupportsDualSourceBlend;
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bool bSupportsPrimitiveRestart;
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bool bSupportsOversizedViewports;
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bool bSupportsOversizedDepthRanges;
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bool bSupportsGeometryShaders;
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bool bSupports3DVision;
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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