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VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
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@ -464,6 +464,10 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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if (width < 0.0f)
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{
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x += width;
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@ -474,6 +478,11 @@ void Renderer::SetViewport()
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y += height;
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height = -height;
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}
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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x = (x >= 0.f) ? x : 0.f;
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@ -486,7 +495,7 @@ void Renderer::SetViewport()
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// the maximum value supported by the console GPU. We also need to account for the
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// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
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// an inverted near value.
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D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH};
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D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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D3D::current_command_list->RSSetViewports(1, &vp);
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}
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