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Renderer: Move depth state to VideoCommon and seperate from bpmem
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@ -1164,16 +1164,16 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
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pipeline_info.render_pass = m_efb_load_render_pass;
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pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
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pipeline_info.rasterization_state.samples = m_efb_samples;
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pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
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pipeline_info.depth_state.hex = Util::GetNoDepthTestingDepthStencilState().hex;
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pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
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pipeline_info.blend_state.colorupdate = write_color;
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pipeline_info.blend_state.alphaupdate = write_color;
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pipeline_info.primitive_topology = m_poke_primitive_topology;
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if (write_depth)
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{
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pipeline_info.depth_stencil_state.test_enable = VK_TRUE;
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pipeline_info.depth_stencil_state.write_enable = VK_TRUE;
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pipeline_info.depth_stencil_state.compare_op = VK_COMPARE_OP_ALWAYS;
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pipeline_info.depth_state.testenable = true;
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pipeline_info.depth_state.updateenable = true;
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pipeline_info.depth_state.func = ZMode::ALWAYS;
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}
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VkPipeline pipeline = g_shader_cache->GetPipeline(pipeline_info);
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