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gpu: honour DB_ALPHA_TO_MASK as alpha-to-coverage and keep its depth writes behind the shader
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@@ -971,6 +971,7 @@ PipelineCache::Pipeline& PipelineCache::GetGraphicsPipeline(
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if (static_params.sample_shading_enable && !m_graphics.sample_rate_shading_enabled) {
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EXIT("Pipeline: sample-rate shading is required but unsupported by the host\n");
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}
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static_params.alpha_to_coverage_enable = ps_active && ctx.GetShaderRegisters().AlphaToMask();
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const bool rect_list = Prospero::IsRectList(command.GetUserConfig().GetPrimType());
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static_params.cull_back = !rect_list && mc.cull_back;
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static_params.cull_front = !rect_list && mc.cull_front;
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