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authorJules Blok <jules.blok@gmail.com>2016-08-15 15:25:50 +0200
committerJules Blok <jules.blok@gmail.com>2016-08-16 21:09:58 +0200
commit7078216b61777ff89350d1bdc66c7c032b0b2296 (patch)
tree16c1ec3a1ecbb44e7806224113fc08a17febe9af /Source/Core/VideoBackends/D3D/Render.cpp
parent8c1c7fc2da65eea1a8244ce196d94313f7fdfb1b (diff)
Improve documentation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index d1cf55b982..a6301e53a2 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -578,7 +578,10 @@ void Renderer::SetViewport()
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, 16777215.0f / 16777216.0f);
+ // We do depth clipping and depth range in the vertex shader instead of relying
+ // on the graphics API. However we still need to ensure depth values don't exceed
+ // the maximum value supported by the console GPU.
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH);
D3D::context->RSSetViewports(1, &vp);
}