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<title>dolphin/Source/Core/VideoCommon/VertexShaderManager.cpp, branch release-prep-2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: move global variables out of BPFunctions</title>
<updated>2025-10-31T18:27:50+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2025-10-29T05:25:11+00:00</published>
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<title>Vulkan: Add support for unrestricted depth range.</title>
<updated>2025-07-21T05:07:26+00:00</updated>
<author>
<name>CrossVR</name>
<email>jules.blok@gmail.com</email>
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<published>2025-07-20T20:48:04+00:00</published>
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<entry>
<title>VertexShaderManager: Eliminate unnecessary m_viewport_correction member.</title>
<updated>2025-03-11T08:55:57+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
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<published>2025-03-11T08:54:22+00:00</published>
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<entry>
<title>VideoCommon: Move backend_info out of VideoConfig struct.</title>
<updated>2025-03-09T07:42:45+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
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<published>2025-03-07T20:43:39+00:00</published>
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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>
</author>
<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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