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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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@@ -22,6 +22,7 @@
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#include "base/timeutil.h"
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#include "math/lin/matrix4x4.h"
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#include "math/dataconv.h"
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#include "ext/native/thin3d/thin3d.h"
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#include "Common/Vulkan/VulkanContext.h"
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@@ -256,10 +257,7 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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VkClearValue colorValue, depthValue;
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colorValue.color.float32[0] = (color & 0xFF) * (1.0f / 255.0f);
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colorValue.color.float32[1] = ((color >> 8) & 0xFF) * (1.0f / 255.0f);
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colorValue.color.float32[2] = ((color >> 16) & 0xFF) * (1.0f / 255.0f);
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colorValue.color.float32[3] = ((color >> 24) & 0xFF) * (1.0f / 255.0f);
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Uint8x4ToFloat4(colorValue.color.float32, color);
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depthValue.depthStencil.depth = depth;
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depthValue.depthStencil.stencil = (color >> 24) & 0xFF;
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