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early-access version 3903
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 3902.
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This is the source code for early-access 3903.
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## Legal Notice
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@ -2094,9 +2094,6 @@ void IApplicationFunctions::PrepareForJit(HLERequestContext& ctx) {
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void LoopProcess(Nvnflinger::Nvnflinger& nvnflinger, Core::System& system) {
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auto message_queue = std::make_shared<AppletMessageQueue>(system);
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// Needed on game boot
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message_queue->PushMessage(AppletMessageQueue::AppletMessage::FocusStateChanged);
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auto server_manager = std::make_unique<ServerManager>(system);
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server_manager->RegisterNamedService(
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@ -609,6 +609,8 @@ void BlitImageHelper::ClearDepthStencil(const Framebuffer* dst_framebuffer, bool
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const VkPipelineLayout layout = *clear_color_pipeline_layout;
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([pipeline, layout, clear_depth, dst_region](vk::CommandBuffer cmdbuf) {
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constexpr std::array blend_constants{0.0f, 0.0f, 0.0f, 0.0f};
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cmdbuf.SetBlendConstants(blend_constants.data());
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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BindBlitState(cmdbuf, dst_region);
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cmdbuf.PushConstants(layout, VK_SHADER_STAGE_FRAGMENT_BIT, clear_depth);
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@ -865,7 +867,7 @@ VkPipeline BlitImageHelper::FindOrEmplaceClearStencilPipeline(
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.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.depthTestEnable = VK_FALSE,
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.depthTestEnable = key.depth_clear,
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.depthWriteEnable = key.depth_clear,
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.depthCompareOp = VK_COMPARE_OP_ALWAYS,
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.depthBoundsTestEnable = VK_FALSE,
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@ -422,7 +422,8 @@ void RasterizerVulkan::Clear(u32 layer_count) {
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return;
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}
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if (use_stencil && regs.stencil_front_mask != 0xFF && regs.stencil_front_mask != 0) {
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if (use_stencil && framebuffer->HasAspectStencilBit() && regs.stencil_front_mask != 0xFF &&
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regs.stencil_front_mask != 0) {
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Region2D dst_region = {
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Offset2D{.x = clear_rect.rect.offset.x, .y = clear_rect.rect.offset.y},
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Offset2D{.x = clear_rect.rect.offset.x + static_cast<s32>(clear_rect.rect.extent.width),
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