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Vulkan: Allow full depth range with depth clamp.
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@ -508,6 +508,9 @@ float DepthSliceFactor() {
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if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
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return DEPTH_SLICE_FACTOR_16BIT;
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}
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if (gstate_c.Supports(GPU_SUPPORTS_DEPTH_CLAMP)) {
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return 1.0f;
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}
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return DEPTH_SLICE_FACTOR_HIGH;
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}
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@ -681,6 +684,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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// So, we apply the depth range as minz/maxz, and transform for the viewport.
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float vpZScale = gstate.getViewportZScale();
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float vpZCenter = gstate.getViewportZCenter();
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// TODO: This clip the entire draw if minz > maxz.
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float minz = gstate.getDepthRangeMin();
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float maxz = gstate.getDepthRangeMax();
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