[D3D12] Truncate depth to float24 in EDRAM range ownership transfers and resolves by default
Doesn't ruin the "greater or equal" depth test in subsequent rendering passes if precision is lost, unlike rounding to the nearest
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@@ -12,5 +12,6 @@ precise float main(XePSInput xe_input) : SV_Depth {
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// allow for safe reinterpretation of any 24-bit value to and from float24
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// depth using depth output without unrestricted depth range.
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return asfloat(XeFloat20e4To32(
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XeFloat32To20e4(asuint(saturate(xe_input.position.z * 2.0f))), true));
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XeFloat32To20e4(asuint(saturate(xe_input.position.z * 2.0f)), true),
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true));
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}
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