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VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
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@ -1122,12 +1122,10 @@ void Renderer::SetViewport()
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float GLNear = MathUtil::Clamp<float>(
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xfmem.viewport.farZ -
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MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f),
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0.0f, 16777215.0f) /
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16777216.0f;
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float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 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)
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{
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X += Width;
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@ -1154,17 +1152,7 @@ void Renderer::SetViewport()
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// vertex shader we only need to ensure depth values don't exceed the maximum
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// value supported by the console GPU. If not, we simply clamp the near/far values
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// themselves to the maximum value as done above.
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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if (xfmem.viewport.zRange < 0.0f)
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glDepthRangef(0.0f, GX_MAX_DEPTH);
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else
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glDepthRangef(GX_MAX_DEPTH, 0.0f);
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}
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else
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{
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glDepthRangef(GLFar, GLNear);
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}
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glDepthRangef(max_depth, min_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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