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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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@@ -422,6 +422,8 @@ void CreatePipelineInternal(GraphicContext& graphics, PipelineCache::Pipeline& p
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multisampling.sampleShadingEnable = static_params.sample_shading_enable ? VK_TRUE : VK_FALSE;
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multisampling.rasterizationSamples = vulkan_sample_count(static_params.samples);
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multisampling.minSampleShading = 1.0f;
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multisampling.alphaToCoverageEnable =
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static_params.alpha_to_coverage_enable ? VK_TRUE : VK_FALSE;
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vk::PipelineColorBlendAttachmentState color_blend_attachment[RENDER_COLOR_ATTACHMENTS_MAX] = {};
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for (uint32_t i = 0; i < rendering.color_count; i++) {
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