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render: use native clears for stencil fill shaders
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-115
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@@ -35,7 +35,7 @@ bool SameResourceSnapshot(const ResourceSnapshot &lhs,
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return lhs.buffers == rhs.buffers && lhs.images == rhs.images &&
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lhs.samplers == rhs.samplers &&
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lhs.flattened_srt == rhs.flattened_srt &&
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lhs.user_data == rhs.user_data && lhs.buffer_fill == rhs.buffer_fill;
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lhs.user_data == rhs.user_data && lhs.uniform_fill == rhs.uniform_fill;
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}
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template <typename F>
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@@ -543,12 +543,12 @@ void TestComputeBufferFill() {
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const bool expected = !options.conditional && !options.shifted &&
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!options.extra_store && !options.branch &&
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(!options.scalar || options.clean);
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Check((snapshot.buffer_fill.element_size != 0) == expected,
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Check((snapshot.uniform_fill.words != 0) == expected,
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"fill proof accepted an unsafe store or missed the real GTA3 clear");
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if (expected) {
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Check(snapshot.buffer_fill.element_size == 4 &&
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snapshot.buffer_fill.group_stride == 64 &&
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snapshot.buffer_fill.value ==
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Check(snapshot.uniform_fill.words == 1 &&
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snapshot.uniform_fill.group_stride[0] == 64 &&
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snapshot.uniform_fill.value ==
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(options.scalar ? 0x40404040u : 0u),
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"fill proof lost address coverage or the actual stored scalar");
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}
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