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authorJMC47 <JMC4789@gmail.com>2025-03-10 15:06:19 -0400
committerGitHub <noreply@github.com>2025-03-10 15:06:19 -0400
commit5ed8b7bc9d8f70d5dae4f009939ac9715adf83b4 (patch)
tree946de379d9606f4ba12e76f8bec7483fc282833c /Source/Core/VideoCommon/VertexShaderManager.cpp
parentd45e6c67293f10be4159d4e222ad3e903d7a835b (diff)
parentc18c039089bdc27cbccf92a9053ed80bb161a9b9 (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.cpp6
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.