For games flagged for vertex or pixel depth rounding, the hardware transform
vertex shader now computes screen Z the way the GE does: the combined matrix
product truncated to a float24, the translation added with the GE's
guard-bit-less adder, and the same for the viewport scale and offset (see the
software renderer and gpu/depth/transformprecision). The min/max Z clip planes
use that value instead of rounding to even. Needs integer ops in shaders, so
GLES2 keeps the old rounding.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>