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Force depth writes when fetching shader output in pixel history
* If depth is disabled this will do nothing, but if depth is enabled this ensures we actually get the depth value from the fragment.
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@@ -2567,6 +2567,7 @@ struct VulkanPixelHistoryPerFragmentCallback : VulkanPixelHistoryCallback
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{
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ds->depthBoundsTestEnable = VK_FALSE;
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ds->depthWriteEnable = VK_TRUE;
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ds->depthCompareOp = VK_COMPARE_OP_ALWAYS;
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}
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