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| author | JMC47 <JMC4789@gmail.com> | 2025-03-10 15:06:19 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-03-10 15:06:19 -0400 |
| commit | 5ed8b7bc9d8f70d5dae4f009939ac9715adf83b4 (patch) | |
| tree | 946de379d9606f4ba12e76f8bec7483fc282833c /Source/Core/VideoCommon/VertexShaderManager.cpp | |
| parent | d45e6c67293f10be4159d4e222ad3e903d7a835b (diff) | |
| parent | c18c039089bdc27cbccf92a9053ed80bb161a9b9 (diff) | |
Merge pull request #13403 from jordan-woyak/backend_info
VideoCommon: Move backend_info out of VideoConfig struct.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderManager.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 0415ac05dc..bb3a7f2910 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -140,7 +140,7 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager) bool VertexShaderManager::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) + if (!g_backend_info.bSupportsDepthClamp) return false; // We need a full depth range if a ztexture is used. @@ -148,7 +148,7 @@ bool VertexShaderManager::UseVertexDepthRange() 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) + if (!g_backend_info.bSupportsReversedDepthRange) { if (xfmem.viewport.zRange < 0.0f) return true; @@ -370,7 +370,7 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures, { // Oversized depth ranges are handled in the vertex shader. We need to reverse // the far value to use the reversed-Z trick. - if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange) + if (g_backend_info.bSupportsReversedDepthRange) { // Sometimes the console also tries to use the reversed-Z trick. We can only do // that with the expected accuracy if the backend can reverse the depth range. |
