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Merge pull request #17017 from unknownbrackets/d3d11-equal-clear
D3D11: Correct equal clear check
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commit
86c1d5711a
@ -634,8 +634,8 @@ rotateVBO:
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swTransform.Decode(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), maxIndex, &result);
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// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
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// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
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if (result.action == SW_NOT_READY && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
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result.action = SW_DRAW_PRIMITIVES;
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if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
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result.action = SW_NOT_READY;
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if (result.action == SW_NOT_READY) {
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swTransform.DetectOffsetTexture(maxIndex);
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}
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