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Only clear requested aspect for depth/stencil clears
Fixes water in Skyrim (depth was being cleared when only stencil should have been)
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@ -182,18 +182,22 @@ namespace skyline::gpu::interconnect::maxwell3d {
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ctx.executor.AttachTexture(&*view);
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bool viewHasDepth{view->range.aspectMask & vk::ImageAspectFlagBits::eDepth}, viewHasStencil{view->range.aspectMask & vk::ImageAspectFlagBits::eStencil};
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vk::ImageAspectFlags clearAspectMask{(clearSurface.zEnable ? vk::ImageAspectFlagBits::eDepth : vk::ImageAspectFlags{}) |
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(clearSurface.stencilEnable ? vk::ImageAspectFlagBits::eStencil : vk::ImageAspectFlags{})};
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clearAspectMask &= view->range.aspectMask;
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vk::ClearDepthStencilValue clearValue{
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.depth = clearEngineRegisters.depthClearValue,
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.stencil = clearEngineRegisters.stencilClearValue
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};
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if (!viewHasDepth && !viewHasStencil) {
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if (!clearAspectMask) {
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Logger::Warn("Depth stencil RT used in clear lacks depth or stencil aspects"); // TODO: Drop this check after texman rework
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return;
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}
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if (needsAttachmentClearCmd(view) || (!clearSurface.stencilEnable && viewHasStencil) || (!clearSurface.zEnable && viewHasDepth)) { // Subpass clears write to all aspects of the texture, so we can't use them when only one component is enabled
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clearAttachments.push_back({.aspectMask = view->range.aspectMask, .clearValue = clearValue});
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if (needsAttachmentClearCmd(view) || (clearAspectMask != view->range.aspectMask)) { // Subpass clears write to all aspects of the texture, so we can't use them when only one component is enabled
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clearAttachments.push_back({.aspectMask = clearAspectMask, .clearValue = clearValue});
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depthStencilView = view;
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} else {
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ctx.executor.AddClearDepthStencilSubpass(&*view, clearValue);
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