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authorScott Mansell <phiren@gmail.com>2023-01-31 18:18:46 +1300
committerScott Mansell <phiren@gmail.com>2023-02-09 18:36:20 +1300
commit5803786beb4a7c1c95ccd96929b16143060dd663 (patch)
tree8355ec942a648773f7f05c37a02a5205c9c2c24a /Source/Core/VideoCommon/RenderBase.cpp
parent2cfc02a1169653566e277a7e23e69fd5eb628434 (diff)
Move UseVertexDepthRange() out of Renderer
There wasn't really a good place for it, but this will do
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp20
1 files changed, 0 insertions, 20 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index f09dfcc048..61820e0c82 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -31,7 +31,6 @@
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
-#include "VideoCommon/XFMemory.h"
std::unique_ptr<Renderer> g_renderer;
@@ -141,22 +140,3 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
}
}
}
-
-bool Renderer::UseVertexDepthRange()
-{
- // We can't compute the depth range in the vertex shader if we don't support depth clamp.
- if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
- return false;
-
- // We need a full depth range if a ztexture is used.
- if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
- return true;
-
- // If an inverted depth range is unsupported, we also need to check if the range is inverted.
- if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
- return true;
-
- // If an oversized depth range or a ztexture is used, we need to calculate the depth range
- // in the vertex shader.
- return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
-}