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Fix bug that could cause depth buffer to be missing after clear (#3067)
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@ -369,14 +369,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (color != null)
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{
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if (clipRegionWidth > color.Width)
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if (clipRegionWidth > color.Width / samplesInX)
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{
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clipRegionWidth = color.Width;
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clipRegionWidth = color.Width / samplesInX;
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}
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if (clipRegionHeight > color.Height)
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if (clipRegionHeight > color.Height / samplesInY)
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{
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clipRegionHeight = color.Height;
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clipRegionHeight = color.Height / samplesInY;
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}
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}
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}
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@ -400,14 +400,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (depthStencil != null)
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{
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if (clipRegionWidth > depthStencil.Width)
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if (clipRegionWidth > depthStencil.Width / samplesInX)
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{
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clipRegionWidth = depthStencil.Width;
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clipRegionWidth = depthStencil.Width / samplesInX;
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}
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if (clipRegionHeight > depthStencil.Height)
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if (clipRegionHeight > depthStencil.Height / samplesInY)
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{
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clipRegionHeight = depthStencil.Height;
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clipRegionHeight = depthStencil.Height / samplesInY;
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}
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}
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}
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@ -434,6 +434,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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new Span<ITexture>(_rtHostColors).Fill(null);
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_rtHostColors[index] = _rtColors[index]?.HostTexture;
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_rtHostDs = null;
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_context.Renderer.Pipeline.SetRenderTargets(_rtHostColors, null);
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}
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