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D3D: Use the full depth range for Z pokes.
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@ -494,9 +494,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::stateman->PushBlendState(clearblendstates[3]);
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D3D::stateman->PushDepthState(cleardepthstates[1]);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight(),
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1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
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1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f), 0.0f, 16777215.0f) / 16777216.0f);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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