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	Rasterizer: Abstract duplicated stencil code into a lambda.
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		@@ -791,6 +791,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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            }
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            u8 old_stencil = 0;
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            auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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                u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value);
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                SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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            };
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            if (stencil_action_enable) {
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                old_stencil = GetStencil(x >> 4, y >> 4);
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                u8 dest = old_stencil & stencil_test.input_mask;
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@@ -832,8 +838,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                }
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                if (!pass) {
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                    u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.reference_value);
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                    SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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                    UpdateStencil(stencil_test.action_stencil_fail);
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                    continue;
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                }
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            }
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@@ -884,8 +889,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                if (!pass) {
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                    if (stencil_action_enable) {
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                        u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.reference_value);
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                        SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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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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@@ -895,8 +899,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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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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                    u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.reference_value);
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                    SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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                    UpdateStencil(stencil_test.action_depth_pass);
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                }
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            }
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