For GPUs without depth clamp (old Mali), found by comparing with
--disable-gpu-features=depth-clamp on the Mac:
- Write Z / 65536 like the vertex shader, not / 65535.
- Pass the fragment shader Z after the vertex depth rounding, which hardware
clamp sees too (Puyo Puyo Fever 2's ground at Z = 0).
- Also clamp draws whose Z only touches 0 or 65535.
- Draws that skip the bounds check (skinned, morphed) get the fragment clamp
and min/max discard wherever the hardware versions would be on, since those
don't depend on the check either.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>