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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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@@ -896,6 +896,7 @@ void DoSerialise(SerialiserType &ser, PixelModification &el)
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SERIALISE_MEMBER(sampleMasked);
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SERIALISE_MEMBER(backfaceCulled);
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SERIALISE_MEMBER(depthClipped);
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SERIALISE_MEMBER(depthBoundsFailed);
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SERIALISE_MEMBER(viewClipped);
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SERIALISE_MEMBER(scissorClipped);
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SERIALISE_MEMBER(shaderDiscarded);
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