Add HasDepthClip to GPU Device limits
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@@ -359,6 +359,7 @@ bool GPUDeviceDX11::Init()
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limits.HasAppendConsumeBuffers = true;
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limits.HasSeparateRenderTargetBlendState = true;
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limits.HasDepthAsSRV = true;
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limits.HasDepthClip = true;
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limits.HasReadOnlyDepth = true;
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limits.HasMultisampleDepthAsSRV = true;
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limits.HasTypedUAVLoad = featureDataD3D11Options2.TypedUAVLoadAdditionalFormats != 0;
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@@ -382,6 +383,7 @@ bool GPUDeviceDX11::Init()
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limits.HasAppendConsumeBuffers = false;
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limits.HasSeparateRenderTargetBlendState = false;
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limits.HasDepthAsSRV = false;
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limits.HasDepthClip = true;
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limits.HasReadOnlyDepth = createdFeatureLevel == D3D_FEATURE_LEVEL_10_1;
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limits.HasMultisampleDepthAsSRV = false;
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limits.HasTypedUAVLoad = false;
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