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VideoBackends: Use proper floating point depth precision.
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@ -419,11 +419,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = ((u32)(val * 0xffff));
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ret = ((u32)(val * 65536.0f));
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}
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else
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{
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ret = ((u32)(val * 0xffffff));
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ret = ((u32)(val * 16777216.0f));
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}
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D3D::context->Unmap(read_tex, 0);
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