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D3D12: only lazy clear OutputAttachment textures with render target ops
Previously, lazy clearing always added DEPTH_STENCIL or RENDER_TARGET to textures because we cleared using ClearDepthStencilView or ClearRenderTargetView. Now, we're able to clear using copies. This also allows textures to actually use the small resource heap placement optimization. Doing so generates debug layer warnings when the small alignment is first tried but rejected. This CL silences those warnings. Bug: dawn:145 Change-Id: Id385846536b337cddcfdadc5739561c7adc30c8c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/26840 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -316,7 +316,6 @@ namespace dawn_native { namespace opengl {
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} else {
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ASSERT(range.aspects == Aspect::Color);
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// TODO(natlee@microsoft.com): test compressed textures are cleared
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// create temp buffer with clear color to copy to the texture image
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ASSERT(kTextureBytesPerRowAlignment % GetFormat().blockByteSize == 0);
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uint32_t bytesPerRow =
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