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Move the depth raster code around a bit in DrawEngineCommon for easier changes
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@@ -28,6 +28,7 @@ using namespace PPSSPP_VK;
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// renderPass is an example of the "compatibility class" or RenderPassType type.
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bool VKRGraphicsPipeline::Create(VulkanContext *vulkan, VkRenderPass compatibleRenderPass, RenderPassType rpType, VkSampleCountFlagBits sampleCount, double scheduleTime, int countToCompile) {
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_dbg_assert_(desc);
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// Good torture test to test the shutdown-while-precompiling-shaders issue on PC where it's normally
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// hard to catch because shaders compile so fast.
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// sleep_ms(200);
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