GPU: Clip clamped depth accounting for perspective #16068
Merged
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Thinking about it, it'd need to account for w in order to properly clip, so this makes sense. It was not at all obvious from the GL or Vulkan clip distance documentation.
The range cull is already based on w (it's z < -w after all), so I think it needs no change. In theory, cull distance shouldn't need to care about w, since it's just if all verts are below zero.
This fixes the Toca frame dump without breaking the Pursuit Force frame dump.
-[Unknown]