[GPU] Viewport/clipping cleanup, don't clamp oDepth
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@@ -1511,8 +1511,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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// 20e4-as-32 conversion and with 0...1 to 0...0.5 float24 remapping.
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// Though 20e4 float depth can store values between 1 and 2, it's a very
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// unusual case. Direct3D 10+ SV_Depth, however, can accept any values,
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// including specials, when the depth buffer is floating-point; but depth
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// is clamped to the viewport bounds anyway.
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// including specials, when the depth buffer is floating-point.
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is_clamped = true;
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break;
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}
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