Add support for stencil buffer on Vulkan and D3D11/D3D12
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@@ -356,15 +356,11 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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{
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();
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// Skip pass if resources aren't ready
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if (checkIfSkipPass())
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{
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// Skip pass (just clear buffer when doing debug preview)
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if (renderContext.View.Mode == ViewMode::Reflections)
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{
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context->Clear(lightBuffer, Color::Black);
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}
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return;
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}
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