VideoCommon: Move backend_info out of VideoConfig struct.

This commit is contained in:
Jordan Woyak
2025-03-07 14:43:39 -06:00
parent 99e686de34
commit c18c039089
62 changed files with 741 additions and 788 deletions

View File

@ -140,7 +140,7 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
bool VertexShaderManager::UseVertexDepthRange()
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
if (!g_backend_info.bSupportsDepthClamp)
return false;
// We need a full depth range if a ztexture is used.
@ -148,7 +148,7 @@ bool VertexShaderManager::UseVertexDepthRange()
return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
if (!g_backend_info.bSupportsReversedDepthRange)
{
if (xfmem.viewport.zRange < 0.0f)
return true;
@ -370,7 +370,7 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures,
{
// Oversized depth ranges are handled in the vertex shader. We need to reverse
// the far value to use the reversed-Z trick.
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
if (g_backend_info.bSupportsReversedDepthRange)
{
// Sometimes the console also tries to use the reversed-Z trick. We can only do
// that with the expected accuracy if the backend can reverse the depth range.