diff options
| author | Jules Blok <jules.blok@gmail.com> | 2017-02-24 15:16:28 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2017-02-26 11:34:48 +0100 |
| commit | a15555fe0304e1ba560f91f8bacc8b121d226d1c (patch) | |
| tree | 922822e65fa1303363f76896e9742ce7b5fd3582 /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | bde81269130c31c93cbb0f0f3ac8f23560751cac (diff) | |
VideoBackends: Use vertex shader depth range if ztexture is used.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index a100fb5616..15273ed719 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -576,8 +576,7 @@ 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; |
