[D3D12] Fix non-ROV clearing always giving 'failed in backend'
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@ -1518,6 +1518,8 @@ bool D3D12RenderTargetCache::Resolve(const Memory& memory,
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case Path::kHostRenderTargets: {
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Transfer::Rectangle clear_rectangle;
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RenderTarget* clear_render_targets[2];
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// If PrepareHostRenderTargetsResolveClear returns false, may be just an
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// empty region (success) or an error - don't care.
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if (PrepareHostRenderTargetsResolveClear(
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resolve_info, clear_rectangle, clear_render_targets[0],
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clear_transfers_[0], clear_render_targets[1],
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@ -1529,10 +1531,8 @@ bool D3D12RenderTargetCache::Resolve(const Memory& memory,
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PerformTransfersAndResolveClears(2, clear_render_targets,
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clear_transfers_, clear_values,
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&clear_rectangle);
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} else {
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// May be just an empty region (success) or an error - don't care.
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cleared = true;
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}
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cleared = true;
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} break;
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case Path::kPixelShaderInterlock: {
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ui::d3d12::util::DescriptorCpuGpuHandlePair descriptor_edram;
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