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Remove some old debris
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@@ -558,7 +558,7 @@ void SoftwareTransform::CalcCullParams(float &minZValue, float &maxZValue) const
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maxZValue = 1.000030517578125f * gstate_c.vpDepthScale;
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minZValue = -maxZValue;
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// Scale and offset the Z appropriately, since we baked that into a projection transform.
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if (params_.usesHalfZ) {
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if (true) { // all backends are "use half z" now
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maxZValue = maxZValue * 0.5f + 0.5f + gstate_c.vpZOffset * 0.5f;
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minZValue = minZValue * 0.5f + 0.5f + gstate_c.vpZOffset * 0.5f;
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} else {
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@@ -58,8 +58,6 @@ struct SoftwareTransformParams {
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TextureCacheCommon *texCache;
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bool allowClear;
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bool allowSeparateAlphaClear;
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bool flippedY;
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bool usesHalfZ;
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};
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// Converts an index buffer to make the provoking vertex the last.
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@@ -406,8 +406,6 @@ void DrawEngineD3D11::Flush() {
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params.texCache = textureCache_;
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params.allowClear = true;
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params.allowSeparateAlphaClear = false; // D3D11 doesn't support separate alpha clears
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params.flippedY = false;
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params.usesHalfZ = true;
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if (gstate.getShadeMode() == GE_SHADE_FLAT) {
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// We need to rotate the index buffer to simulate a different provoking vertex.
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@@ -351,8 +351,6 @@ void DrawEngineGLES::Flush() {
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params.texCache = textureCache_;
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params.allowClear = true; // Clear in OpenGL respects scissor rects, so we'll use it.
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params.allowSeparateAlphaClear = true;
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params.flippedY = framebufferManager_->UseBufferedRendering();
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params.usesHalfZ = false;
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// We need correct viewport values in gstate_c already.
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if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
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@@ -420,8 +420,6 @@ void DrawEngineVulkan::Flush() {
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IndexBufferProvokingLastToFirst(prim, inds, vertexCount);
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}
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}
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params.flippedY = true;
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params.usesHalfZ = true;
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// We need to update the viewport early because it's checked for flipping in SoftwareTransform.
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// We don't have a "DrawStateEarly" in vulkan, so...
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