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	SWRenderer: The stencil depth_pass action is executed even if depth testing is disabled.
The HW renderer already did this.
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		@@ -888,21 +888,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                }
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                if (!pass) {
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                    if (stencil_action_enable) {
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                    if (stencil_action_enable)
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                        UpdateStencil(stencil_test.action_depth_fail);
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                    }
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                    continue;
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                }
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                if (output_merger.depth_write_enable)
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                    SetDepth(x >> 4, y >> 4, z);
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                if (stencil_action_enable) {
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                    // TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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                    UpdateStencil(stencil_test.action_depth_pass);
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                }
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            }
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            // The stencil depth_pass action is executed even if depth testing is disabled
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            if (stencil_action_enable)
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                UpdateStencil(stencil_test.action_depth_pass);
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            auto dest = GetPixel(x >> 4, y >> 4);
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            Math::Vec4<u8> blend_output = combiner_output;
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