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fix LatteDecompilerAnalyzer checking for metal and then refusing metal lol
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@ -403,11 +403,9 @@ void LatteDecompiler_analyzeExport(LatteDecompilerShaderContext* shaderContext,
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}
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else if (cfInstruction->exportType == 0 && cfInstruction->exportArrayBase == 61)
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{
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#ifdef ENABLE_METAL
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// Only check for depth buffer mask on Metal, as its not in the PS hash on other backends
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if (g_renderer->GetType() != RendererAPI::Metal || LatteMRT::GetActiveDepthBufferMask(*shaderContext->contextRegistersNew))
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shader->depthMask = true;
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#endif
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}
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else
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debugBreakpoint();
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