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Vulkan: Avoid stencilAction != depthAction.
This is the only place we do it, and apparently there can be bugs on some drivers when you do that. Let's not.
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@@ -171,9 +171,9 @@ bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, StencilUp
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return false;
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if (dstBuffer->fbo) {
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// Use keep because some drivers have trouble when stencilAction != depthAction.
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// Typically, STENCIL_IS_ZERO means it's already bound, so this bind will be optimized away.
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Draw::RPAction stencilAction = flags == StencilUpload::STENCIL_IS_ZERO ? Draw::RPAction::KEEP : Draw::RPAction::CLEAR;
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, stencilAction });
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draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP });
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} else {
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// something is wrong...
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}
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