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Handle depth clipping and depth bounds failure separately
* This prevents truly depth-clipped fragments from being wrongly reported as other failures like backface culling.
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@@ -580,6 +580,8 @@ private:
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s += tr("\nBackface culled");
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if(mod.depthClipped)
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s += tr("\nDepth Clipped");
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if(mod.depthBoundsFailed)
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s += tr("\nDepth bounds test failed");
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if(mod.scissorClipped)
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s += tr("\nScissor Clipped");
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if(mod.shaderDiscarded)
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