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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): clear every layer of layered framebuffers in vkCmdClearAttachments paths (rename the never-read RenderPassEntry::subpass to layers)
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@@ -68,7 +68,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool hasDepthStencilAttachment = false;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
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IntVec2 extent = {0, 0};
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Uint32 subpass = 0;
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// VkFramebufferCreateInfo::layers of the entry's framebuffer (>1 for layered GL attachments).
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Uint32 layers = 1;
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RenderPassEntry() = default;
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RenderPassEntry(const RenderPassEntry&) = delete;
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@@ -84,7 +85,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
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std::swap(sampleCount, that.sampleCount);
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std::swap(extent, that.extent);
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std::swap(subpass, that.subpass);
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std::swap(layers, that.layers);
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}
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RenderPassEntry(
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Uint64 hash,
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@@ -97,7 +98,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 colorAttachmentCount,
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Bool hasDepthStencilAttachment,
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VkSampleCountFlagBits sampleCount,
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IntVec2 extent, int subpass):
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IntVec2 extent, Uint32 layers):
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hash(hash),
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renderPass(renderpass),
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framebuffer(framebuffer),
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@@ -109,7 +110,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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hasDepthStencilAttachment(hasDepthStencilAttachment),
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sampleCount(sampleCount),
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extent(extent),
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subpass(subpass)
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layers(layers)
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{}
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~RenderPassEntry() {
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