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VideoCommon: Move backend_info out of VideoConfig struct.
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@ -140,7 +140,7 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
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bool VertexShaderManager::UseVertexDepthRange()
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{
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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if (!g_backend_info.bSupportsDepthClamp)
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return false;
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// We need a full depth range if a ztexture is used.
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@ -148,7 +148,7 @@ 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)
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if (!g_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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@ -370,7 +370,7 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures,
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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 use the reversed-Z trick.
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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if (g_backend_info.bSupportsReversedDepthRange)
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{
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// Sometimes the console also tries to use the reversed-Z trick. We can only do
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// that with the expected accuracy if the backend can reverse the depth range.
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