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VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
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4 changed files with 36 additions and 14 deletions
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@ -481,10 +481,12 @@ 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 (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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