VideoBackends: Use vertex shader depth range if ztexture is used.

This commit is contained in:
Jules Blok 2017-02-24 15:16:28 +01:00
parent bde8126913
commit a15555fe03
8 changed files with 69 additions and 60 deletions

View file

@ -481,8 +481,7 @@ void Renderer::SetViewport()
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
fabs(xfmem.viewport.farZ) > 16777215.0f)
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;