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This optimisation doesn't work on PowerVR's Vulkan implementation. We (incorrectly) disallow Framebuffer objects to be used with a different load or store op than that which they were created with, despite the spec allowing such. This fixes the windwaker intro "smearing" |
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D3D | ||
Null | ||
OGL | ||
Software | ||
Vulkan | ||
CMakeLists.txt |