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Fix some issues with depth rounding, and depth clamp in D3D11
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@@ -808,7 +808,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTess
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return vs;
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}
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LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, bool useHwTransform, ClipInfoFlags clipInfoFlags) {
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LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, ClipInfoFlags clipInfoFlags) {
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uint64_t dirty = gstate_c.GetDirtyUniforms();
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if (dirty) {
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if (lastShader_)
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@@ -820,7 +820,7 @@ LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs,
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FShaderID FSID;
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if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
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gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
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ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs(), useHwTransform, clipInfoFlags);
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ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs(), clipInfoFlags);
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} else {
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FSID = lastFSID_;
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}
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