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authorJules Blok <jules.blok@gmail.com>2017-02-24 15:16:28 +0100
committerJules Blok <jules.blok@gmail.com>2017-02-26 11:34:48 +0100
commita15555fe0304e1ba560f91f8bacc8b121d226d1c (patch)
tree922822e65fa1303363f76896e9742ce7b5fd3582 /Source/Core/VideoBackends/D3D/Render.cpp
parentbde81269130c31c93cbb0f0f3ac8f23560751cac (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.cpp3
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;