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[dxvk] Fix clear compute shaders for 2D array views
The Z component is not part of the image extent. Fixes #598.
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0704b044a9
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@ -18,7 +18,7 @@ uniform u_info_t {
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void main() {
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void main() {
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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if (all(lessThan(thread_id.xyz, u_info.dst_extent.xyz))) {
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if (all(lessThan(thread_id.xy, u_info.dst_extent.xy))) {
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imageStore(dst,
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imageStore(dst,
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ivec3(u_info.dst_offset.xy + thread_id.xy, thread_id.z),
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ivec3(u_info.dst_offset.xy + thread_id.xy, thread_id.z),
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u_info.clear_value);
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u_info.clear_value);
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@ -18,7 +18,7 @@ uniform u_info_t {
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void main() {
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void main() {
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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if (all(lessThan(thread_id.xyz, u_info.dst_extent.xyz))) {
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if (all(lessThan(thread_id.xy, u_info.dst_extent.xy))) {
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imageStore(dst,
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imageStore(dst,
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ivec3(u_info.dst_offset.xy + thread_id.xy, thread_id.z),
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ivec3(u_info.dst_offset.xy + thread_id.xy, thread_id.z),
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u_info.clear_value);
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u_info.clear_value);
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