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Remove unused code in D3D12 overlay
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@@ -1175,20 +1175,6 @@ ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
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renderDepth, dsViewDesc.Format == DXGI_FORMAT_UNKNOWN ? NULL : &dsViewDesc, dsv);
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}
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D3D12_DEPTH_STENCIL_DESC dsDesc;
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dsDesc.BackFace.StencilFailOp = dsDesc.BackFace.StencilPassOp =
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dsDesc.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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dsDesc.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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dsDesc.FrontFace.StencilFailOp = dsDesc.FrontFace.StencilPassOp =
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dsDesc.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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dsDesc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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dsDesc.DepthEnable = TRUE;
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dsDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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dsDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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dsDesc.StencilEnable = FALSE;
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dsDesc.StencilReadMask = dsDesc.StencilWriteMask = 0xff;
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WrappedID3D12PipelineState *pipe = NULL;
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if(rs.pipe != ResourceId())
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