From 8158d291aa798d22cc1d74703a05e35641a566d4 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Mon, 11 Jan 2016 01:31:00 +0100 Subject: [PATCH] D3D: Use the full depth range for Z pokes. --- Source/Core/VideoBackends/D3D/Render.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index dfe1408ada..0bfa965514 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -494,9 +494,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num D3D::stateman->PushBlendState(clearblendstates[3]); D3D::stateman->PushDepthState(cleardepthstates[1]); - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight(), - 1.0f - MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f, - 1.0f - MathUtil::Clamp(xfmem.viewport.farZ - MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777216.0f), 0.0f, 16777215.0f) / 16777216.0f); + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight()); D3D::context->RSSetViewports(1, &vp);