[D3D12] Remove 20e4 depth range comment because it's used for 0-1 depth
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@ -850,12 +850,6 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(
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float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2))
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float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2))
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? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
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? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
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: -1280.0f;
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: -1280.0f;
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// TODO(Triang3l): Investigate how unnormalized coordinates should work when
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// using a D24FS8 depth buffer. A 20e4 buffer can store values up to
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// 511.99985, however, in the depth buffer, something like 1/z is stored, and
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// if the shader writes 1/511.99985, it probably won't become 1 in the depth
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// buffer. Unnormalized coordinates are mostly used when clearing both depth
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// and color to 0 though.
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float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4))
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float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4))
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? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
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? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
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: 1.0f;
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: 1.0f;
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