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rsx: Handle floating point shenanigans
- If near and far clip are too close together, the API will not distinguish between them leading to out of bounds values
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4 changed files with 2 additions and 16 deletions
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@ -125,7 +125,6 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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properties2.domain = glsl::glsl_vertex_program;
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properties2.require_lit_emulation = properties.has_lit_op;
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properties2.emulate_zclip_transform = true;
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properties2.quantize_depth_values = dev_caps.vendor_AMD;
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properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported;
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insert_glsl_legacy_function(OS, properties2);
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