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Unify the bounding depth checks, correct them if minmax clip is needed
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@@ -241,17 +241,7 @@ void DrawEngineVulkan::Flush() {
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provokingVertexOk = true;
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}
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bool useHWTransform = CanUseHardwareTransform(prim) && provokingVertexOk;
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if (useHWTransform && boundingDepths_.valid) {
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if (boundingDepths_.hitClipSpaceZW) {
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// Revert to software transform so we can clip more accurately.
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useHWTransform = false;
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}
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if ((boundingDepths_.minProjZ < gstate.getDepthRangeMin() || boundingDepths_.maxProjZ > gstate.getDepthRangeMax()) && !gstate_c.Use(GPU_USE_DEPTH_CLAMP)) {
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// Revert to software transform so we can clamp more accurately.
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useHWTransform = false;
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}
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// Also handle clamping in software if it's not supported in hardware (or always?)
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}
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useHWTransform = CheckBoundingDepths(useHWTransform);
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if (useHWTransform != lastUseHwTransform_) {
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// Need to re-evaluate software transform fallbacks.
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