Compat: Depth rounding for Test Drive Unlimited and Coded Arms

Test Drive Unlimited's map (#12786) needs the GE's vertex depth precision,
which VertexDepthRounding now enables. Coded Arms (#21391) draws decals on the
floor grates that need 16-bit depth compares: against a PSP replay of the
frame dump, the Vulkan render goes from MSE 3244 to 70.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-09-30 17:53:29 -06:00
1 parent cce568b7fe
commit 463fa4d627
1 file changed
+11
+11
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@@ -91,6 +91,11 @@ ULJS00242 = true
ULES00642 = true
ULUS10298 = true
# Test Drive Unlimited: the map (#12786) needs the GE's depth precision.
ULUS10249 = true
ULES00637 = true
ULET00386 = true
[PixelDepthRounding]
# Heroes Phantasia requires pixel depth rounding. #6485 (flickering overlaid sprites)
@@ -143,6 +148,12 @@ NPJH50625 = true
# Kidou Keisatsu
ULJS00026 = true
# Coded Arms: garbage around the floor grates, #21391. The decals need 16-bit depth compares.
ULUS10019 = true
ULES00124 = true
ULAS42009 = true
ULJM05024 = true
[ClearToRAM]
# SOCOM Navy Seals games require this. See issue #8973.
# Navy Seals : Tactical Strike