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-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp29
1 files changed, 29 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index 1c99e51950..87b3a5314a 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -926,3 +926,32 @@ void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
m_frame_dump_image_counter++;
}
+
+bool Renderer::UseVertexDepthRange() const
+{
+ // 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;
+
+ const bool ztexture_enabled = bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest;
+
+ if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
+ {
+ // We support oversized depth ranges, but we need a full depth range if a ztexture is used.
+ return ztexture_enabled;
+ }
+ else
+ {
+ // We need a full depth range if a ztexture is used.
+ if (ztexture_enabled)
+ 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;
+ }
+}