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[PR #3167] [MERGED] Avoid clearing depth on partial HTILE writes #3278
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📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/3167
Author: @raphaelthegreat
Created: 6/28/2025
Status: ✅ Merged
Merged: 6/28/2025
Merged by: @georgemoralis
Base:
main← Head:htile-noclear📝 Commits (2)
e2dd2c2vk_rasterizer: Avoid full depth clear in case of partial HTILE update9bec21bresource_tracking: Mark image as written when its used with atomics📊 Changes
5 files changed (+28 additions, -30 deletions)
View changed files
📝
src/shader_recompiler/info.h(+1 -0)📝
src/shader_recompiler/ir/passes/resource_tracking_pass.cpp(+8 -3)📝
src/video_core/renderer_vulkan/vk_rasterizer.cpp(+2 -1)📝
src/video_core/texture_cache/image.h(+3 -4)📝
src/video_core/texture_cache/texture_cache.cpp(+14 -22)📄 Description
This fixes the shadows on Driveclub (CUSA00093)
There is a shader that performs some bit operations on HTILE, but not a full clear which got mis-recognized as a clear. According to mesa this fetches the upper bit of SR1 and clears/sets zmask depending on that bit. I'm not sure what it is, but doesn't appear to be a depth or stencil clear as it leaves zmin/zmax and sr0/sr1 untouched.
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.