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Fix some issues with depth rounding, and depth clamp in D3D11
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@@ -241,8 +241,10 @@ void DrawEngineVulkan::Flush() {
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provokingVertexOk = true;
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}
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bool useHWTransform = CanUseHardwareTransform(prim) && provokingVertexOk;
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if (clipInfoFlags_ & ClipInfoFlags::SoftClipCull) {
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useHWTransform = false;
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if (clipInfoFlags_ & ClipInfoFlags::Valid) {
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if (clipInfoFlags_ & ClipInfoFlags::SoftClipCull) {
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useHWTransform = false;
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}
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}
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// Is this still needed?
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