[GPU] Viewport/clipping cleanup, don't clamp oDepth
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@@ -771,11 +771,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
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return !is_depth_only_pixel_shader_ && !current_shader().writes_depth() &&
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!current_shader().is_valid_memexport_used();
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}
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// Converts the depth value to 24-bit (storing the result in bits 0:23 and
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// zeros in 24:31, not creating room for stencil - since this may be involved
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// in comparisons) according to the format specified in the system constants.
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// Source and destination may be the same, temporary must be different than
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// both.
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// Converts the pre-clamped depth value to 24-bit (storing the result in bits
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// 0:23 and zeros in 24:31, not creating room for stencil - since this may be
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// involved in comparisons) according to the format specified in the system
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// constants. Source and destination may be the same, temporary must be
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// different than both.
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void ROV_DepthTo24Bit(uint32_t d24_temp, uint32_t d24_temp_component,
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uint32_t d32_temp, uint32_t d32_temp_component,
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uint32_t temp_temp, uint32_t temp_temp_component);
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