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Implement vertex range culling #11393

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merged 5 commits into from
Sep 18, 2018
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Commits on Sep 17, 2018

  1. GLES: Implement vertex range culling.

    Based on tests, skips triangles with any point outside the 4096x4096 box,
    except when depth clamping would engage.
    unknownbrackets committed Sep 17, 2018
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  3. Vulkan: Implement verex range culling.

    Also D3D11, since they are very similar.
    unknownbrackets committed Sep 17, 2018
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Commits on Sep 18, 2018

  1. Vulkan: Avoid depth clamp with clip range.

    Vulkan clamps to the clip range, not the full range.  So when clipping, we
    don't really want to clamp at all.  Unfortunately, when one side is
    clipping, we can't do it exactly right.
    
    But many games clip depth, like Dissidia.  Fixes hrydgard#11260.
    unknownbrackets committed Sep 18, 2018
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