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Use correct clear colour for UINT discard texture
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@@ -110,7 +110,9 @@ void main()
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if(range.aspectMask == VK_IMAGE_ASPECT_COLOR_BIT)
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{
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if(img.createInfo.format == VK_FORMAT_A2B10G10R10_UINT_PACK32)
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if(img.createInfo.format == VK_FORMAT_A2B10G10R10_UINT_PACK32 ||
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img.createInfo.format == VK_FORMAT_R16G16B16A16_UINT ||
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img.createInfo.format == VK_FORMAT_R16G16B16A16_SINT)
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vkCmdClearColorImage(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0u, 1023u, 0u, 1u), 1, range);
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else
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@@ -503,6 +505,12 @@ void main()
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DiscardImage(cmd, tex);
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TEX_TEST("DiscardAll", MakeTex2D(VK_FORMAT_BC7_UNORM_BLOCK, 300, 300));
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DiscardImage(cmd, tex);
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TEX_TEST("DiscardAll", MakeTex2D(VK_FORMAT_BC7_UNORM_BLOCK, 300, 300));
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DiscardImage(cmd, tex);
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TEX_TEST("DiscardAll", MakeTex2D(VK_FORMAT_R16G16B16A16_UINT, 300, 300));
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DiscardImage(cmd, tex);
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TEX_TEST("DiscardAll", MakeTex2D(VK_FORMAT_R16G16B16A16_SINT, 300, 300));
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DiscardImage(cmd, tex);
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// test with different mips/array sizes
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TEX_TEST("DiscardAll", MakeTex2D(VK_FORMAT_R16G16B16A16_SFLOAT, 300, 300, 5));
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