GPU: Add a small error-compensation to depth clip #16380
Merged
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This was causing a depth that should've calculated as zero to be clipped, because the multiply and division resulted in a value that was off by about 2 / pow(2, 24) in the negative direction. Fixes #15816. I think this small a value should just be safe, and might fix other similar cases.
Using 1/16 of 1/65536, but keeping the terms separate for clarity since PSP depth is 65536.
-[Unknown]