[D3D12] ROV: Small stencil-related cleanup
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@@ -4224,7 +4224,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// can mark the pixel to be discarded if the stencil test has failed - by
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// setting that whole depth/stencil test has failed. The original depth value
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// will be restored in this case, and after writing the new stencil, the pixel
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// will be discared.
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// will be discarded.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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@@ -4370,7 +4370,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(depth_stencil_test_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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