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Move UseVertexDepthRange() out of Renderer
There wasn't really a good place for it, but this will do
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5 changed files with 27 additions and 24 deletions
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@ -31,7 +31,6 @@
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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std::unique_ptr<Renderer> g_renderer;
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@ -141,22 +140,3 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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}
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}
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}
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bool Renderer::UseVertexDepthRange()
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{
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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return false;
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// We need a full depth range if a ztexture is used.
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if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
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return true;
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// If an inverted depth range is unsupported, we also need to check if the range is inverted.
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
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return true;
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// If an oversized depth range or a ztexture is used, we need to calculate the depth range
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// in the vertex shader.
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return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
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}
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