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Renderer: Move depth state to VideoCommon and seperate from bpmem
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@ -195,12 +195,12 @@ RasterizationState GetNoCullRasterizationState()
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return state;
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}
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DepthStencilState GetNoDepthTestingDepthStencilState()
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DepthState GetNoDepthTestingDepthStencilState()
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{
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DepthStencilState state = {};
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state.test_enable = VK_FALSE;
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state.write_enable = VK_FALSE;
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state.compare_op = VK_COMPARE_OP_ALWAYS;
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DepthState state = {};
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state.testenable = false;
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state.updateenable = false;
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state.func = ZMode::ALWAYS;
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return state;
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}
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@ -346,7 +346,7 @@ UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
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m_pipeline_info.gs = geometry_shader;
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m_pipeline_info.ps = pixel_shader;
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m_pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
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m_pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
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m_pipeline_info.depth_state.hex = Util::GetNoDepthTestingDepthStencilState().hex;
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m_pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
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m_pipeline_info.primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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}
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@ -450,9 +450,9 @@ void UtilityShaderDraw::SetRasterizationState(const RasterizationState& state)
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m_pipeline_info.rasterization_state.bits = state.bits;
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}
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void UtilityShaderDraw::SetDepthStencilState(const DepthStencilState& state)
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void UtilityShaderDraw::SetDepthState(const DepthState& state)
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{
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m_pipeline_info.depth_stencil_state.bits = state.bits;
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m_pipeline_info.depth_state.hex = state.hex;
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}
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void UtilityShaderDraw::SetBlendState(const BlendingState& state)
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