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@ -1650,8 +1650,9 @@ void Renderer::SetViewport()
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height = -height;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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// If an inverted depth range is used, which the Vulkan drivers don't
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// support, we need to calculate the depth range in the vertex shader.
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// TODO: Make this into a DriverDetails bug and write a test for CTS.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 0.0f;
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