[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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@@ -336,8 +336,8 @@ float Float7e3To32(uint32_t f10);
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// Converts 24-bit unorm depth in the value (not clamping) to an IEEE-754 32-bit
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// floating-point number.
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// Converts an IEEE-754 32-bit floating-point number to Xenos floating-point
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// depth, rounding to the nearest even.
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uint32_t Float32To20e4(float f32);
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// depth, rounding to the nearest even or towards zero.
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uint32_t Float32To20e4(float f32, bool round_to_nearest_even);
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// Converts Xenos floating-point depth in bits 0:23 (not clamping) to an
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// IEEE-754 32-bit floating-point number.
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float Float20e4To32(uint32_t f24);
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