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Leave depth/stencil testing enabled for quad overdraw pipeline
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@@ -145,8 +145,12 @@ struct D3D12QuadOverdrawCallback : public D3D12DrawcallCallback
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// disable depth/stencil writes
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pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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pipeDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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pipeDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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pipeDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.BackFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.BackFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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pipeDesc.DepthStencilState.StencilWriteMask = 0;
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pipeDesc.PS = m_QuadWritePS;
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@@ -126,15 +126,10 @@ struct VulkanQuadOverdrawCallback : public VulkanDrawcallCallback
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att->colorWriteMask = 0x0;
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}
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// disable depth/stencil writes
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// disable depth/stencil writes but keep any tests enabled
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VkPipelineDepthStencilStateCreateInfo *ds =
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(VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
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ds->depthWriteEnable = false;
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ds->stencilTestEnable = false;
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ds->depthBoundsTestEnable = false;
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ds->front.compareOp = ds->back.compareOp = VK_COMPARE_OP_ALWAYS;
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ds->front.compareMask = ds->back.compareMask = ds->front.writeMask = ds->back.writeMask = 0xff;
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ds->front.reference = ds->back.reference = 0;
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ds->front.passOp = ds->front.failOp = ds->front.depthFailOp = VK_STENCIL_OP_KEEP;
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ds->back.passOp = ds->back.failOp = ds->back.depthFailOp = VK_STENCIL_OP_KEEP;
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