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D3D12: Avoid cases of redundant render target clears
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@ -5057,6 +5057,7 @@ void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd
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if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
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clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
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clear.color_attachment = i;
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tex_info->pending_clear.remove_from_list();
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}
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} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
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if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
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