D3D11: Always use accurate depth#12836
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hrydgard merged 2 commits intohrydgard:masterfrom Apr 19, 2020
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If we flip this because of frameskip, we need to actually process.
The Direct3D APIs use a "min" and "max" value, and it's required that min must be less than or equal to max. If this requirement is not met, the viewport parameters are not updated. We forced accurate depth on for NVIDIA and AMD, but this just meant Intel was still broken and less people were reporting bugs about it. Although the PSP GE has depth viewport transform, this is not used for clipping and is not actually the depth range. The minz and maxz GE registers are the depth range, and minz must be less than or equal to maxz for drawing to occur.
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The Direct3D APIs use a "min" and "max" value, and it's required that min must be less than or equal to max. If this requirement is not met, the viewport parameters are not updated.
I think we assumed this was at a driver level and forced accurate depth on for NVIDIA and AMD, but this just meant Intel was still broken and less people were reporting bugs about it.
Although the PSP GE has depth viewport transform, this is not used for clipping and is not actually the depth range. The minz and maxz GE registers are the depth range, and minz must be less than or equal to maxz for drawing to occur. It's just that it also uses depth clamping.
Fixes #12831.
-[Unknown]