OGL: Depth range inversion.
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@ -83,7 +83,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPostProcessing = false;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = true;
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g_Config.backend_info.bSupportsClipControl = false;
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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@ -1245,7 +1245,7 @@ void Renderer::SetViewport()
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};
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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glDepthRangef(GLNear, GLFar);
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glDepthRangef(GLFar, GLNear);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
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@ -380,6 +380,10 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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if (g_ActiveConfig.backend_info.bSupportsClipControl)
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{
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out.Write("o.pos.z = -o.pos.z;\n");
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}
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else if (api_type == API_D3D)
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{
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out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
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}
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@ -387,7 +391,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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// this results in a scale from -1..0 to -1..1 after perspective
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// divide
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out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n");
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out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
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// the next steps of the OGL pipeline are:
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// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
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