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GPU: Use stencil discard workaround w/o depth test.
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@ -319,7 +319,7 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
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if (g_Config.bVendorBugChecksEnabled) {
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if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL)) {
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id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, !IsStencilTestOutputDisabled() && !gstate.isDepthWriteEnabled());
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id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, !IsStencilTestOutputDisabled() && (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled()));
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}
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}
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}
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