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Merge pull request #12208 from PatrickFerry/add-vertex-depth-range-case
Use Vertex Depth Range when zRange Exceeds farZ
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commit
b191c0f7d8
@ -148,8 +148,14 @@ bool VertexShaderManager::UseVertexDepthRange()
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return true;
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// If an inverted depth range is unsupported, we also need to check if the range is inverted.
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
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return true;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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if (xfmem.viewport.zRange < 0.0f)
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return true;
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if (xfmem.viewport.zRange > xfmem.viewport.farZ)
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return true;
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}
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// If an oversized depth range or a ztexture is used, we need to calculate the depth range
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// in the vertex shader.
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