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<title>dolphin/Source/Core/VideoCommon/VertexShaderManager.cpp, branch 2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Merge pull request #12208 from PatrickFerry/add-vertex-depth-range-case</title>
<updated>2024-10-05T12:14:11+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
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<published>2024-10-05T12:14:11+00:00</published>
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Use Vertex Depth Range when zRange Exceeds farZ</content>
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Use Vertex Depth Range when zRange Exceeds farZ</pre>
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<entry>
<title>VideoCommon: move xf state management to its own class, so changes can be detected in places other than VertexShaderManager</title>
<updated>2023-11-26T22:27:26+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-11-25T22:23:54+00:00</published>
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<title>Use Vertex Depth Range when zRange Exceeds farZ</title>
<updated>2023-09-28T03:17:56+00:00</updated>
<author>
<name>Patrick Ferry</name>
<email>8967997+PatrickFerry@users.noreply.github.com</email>
</author>
<published>2023-09-28T02:00:04+00:00</published>
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When the inverted depth range is unsupported and zRange is greater than farZ then min_depth becomes a negative value and far_depth will then exceed a depth of 1.0 (which is outside the scope of most backends and greater than GX_MAX_DEPTH of the console).

This happens when the backend supports depth clamping the min_depth is not clamped to zero.
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When the inverted depth range is unsupported and zRange is greater than farZ then min_depth becomes a negative value and far_depth will then exceed a depth of 1.0 (which is outside the scope of most backends and greater than GX_MAX_DEPTH of the console).

This happens when the backend supports depth clamping the min_depth is not clamped to zero.
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</entry>
<entry>
<title>VideoCommon: don't do pointer copies during graphics mod callback iteration</title>
<updated>2023-07-02T18:58:07+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-02T18:58:07+00:00</published>
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<entry>
<title>VideoCommon:VertexShaderManager: Inline SetVertexFormat &amp; UpdateValue/Offset</title>
<updated>2023-03-20T19:59:38+00:00</updated>
<author>
<name>Robin Kertels</name>
<email>robin.kertels@gmail.com</email>
</author>
<published>2023-03-19T22:28:25+00:00</published>
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<entry>
<title>Lint fixes</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T06:21:15+00:00</published>
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<entry>
<title>Cleanup headers</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T05:22:43+00:00</published>
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<entry>
<title>Move UseVertexDepthRange() out of Renderer</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T05:18:46+00:00</published>
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There wasn't really a good place for it, but this will do
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There wasn't really a good place for it, but this will do
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</entry>
<entry>
<title>Lint fixes</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:29:16+00:00</published>
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<entry>
<title>Move xfb tracking and IR scaling out of RenderBase</title>
<updated>2023-02-09T05:36:20+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2023-01-31T04:26:46+00:00</published>
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