VideoBackends: Remove depth range clamping hacks.
Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore.
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@ -561,10 +561,8 @@ void Renderer::SetViewport()
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float min_depth =
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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if (Wd < 0.0f)
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if (Wd < 0.0f)
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{
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{
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X += Wd;
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X += Wd;
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@ -466,10 +466,8 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float min_depth =
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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if (width < 0.0f)
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if (width < 0.0f)
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{
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{
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x += width;
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x += width;
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@ -1111,6 +1111,8 @@ void Renderer::SetViewport()
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(float)scissorYOff);
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Width < 0)
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if (Width < 0)
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{
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{
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X += Width;
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X += Width;
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@ -1136,17 +1138,10 @@ void Renderer::SetViewport()
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// Set the reversed depth range.
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// Set the reversed depth range.
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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{
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{
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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glDepthRangedNV(max_depth, min_depth);
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glDepthRangedNV(max_depth, min_depth);
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}
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}
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else
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else
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{
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{
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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// If an oversized depth range is used, we need to calculate the depth range in the
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// If an oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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// vertex shader.
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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@ -1165,6 +1160,13 @@ void Renderer::SetViewport()
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max_depth = GX_MAX_DEPTH;
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max_depth = GX_MAX_DEPTH;
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}
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}
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}
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}
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else
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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glDepthRangef(max_depth, min_depth);
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glDepthRangef(max_depth, min_depth);
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}
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}
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@ -1641,10 +1641,8 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float min_depth =
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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if (width < 0.0f)
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if (width < 0.0f)
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{
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{
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x += width;
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x += width;
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