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Move UseVertexDepthRange() out of Renderer
There wasn't really a good place for it, but this will do
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@@ -18,6 +18,7 @@
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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@@ -246,7 +247,7 @@ void SetScissorAndViewport()
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max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (g_renderer->UseVertexDepthRange())
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if (VertexShaderManager::UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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