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Implement color-to-depth for Vulkan, start implementing for D3D11
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@@ -250,7 +250,14 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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if (gstate.isModeClear()) {
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if (gstate_c.renderMode == FB_MODE_COLOR_TO_DEPTH) {
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// Enforce plain depth writing.
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key.depthTestEnable = true;
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key.depthWriteEnable = true;
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key.stencilTestEnable = false;
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthClampEnable = false;
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} else if (gstate.isModeClear()) {
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key.depthTestEnable = true;
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key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
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key.depthWriteEnable = gstate.isClearModeDepthMask();
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