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@@ -6844,24 +6844,24 @@ Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebu
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return OK;
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}
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-Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) {
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+Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region) {
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VkRenderPassBeginInfo render_pass_begin;
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render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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render_pass_begin.pNext = nullptr;
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render_pass_begin.renderPass = render_pass;
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render_pass_begin.framebuffer = vkframebuffer;
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- /*
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- * Given how API works, it makes sense to always fully operate on the whole framebuffer.
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- * This allows better continue operations for operations like shadowmapping.
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- render_pass_begin.renderArea.extent.width = viewport_size.width;
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- render_pass_begin.renderArea.extent.height = viewport_size.height;
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- render_pass_begin.renderArea.offset.x = viewport_offset.x;
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- render_pass_begin.renderArea.offset.y = viewport_offset.y;
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- */
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- render_pass_begin.renderArea.extent.width = framebuffer->size.width;
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- render_pass_begin.renderArea.extent.height = framebuffer->size.height;
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- render_pass_begin.renderArea.offset.x = 0;
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- render_pass_begin.renderArea.offset.y = 0;
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+
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+ if (p_constrained_to_region) {
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+ render_pass_begin.renderArea.extent.width = viewport_size.width;
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+ render_pass_begin.renderArea.extent.height = viewport_size.height;
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+ render_pass_begin.renderArea.offset.x = viewport_offset.x;
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+ render_pass_begin.renderArea.offset.y = viewport_offset.y;
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+ } else {
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+ render_pass_begin.renderArea.extent.width = framebuffer->size.width;
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+ render_pass_begin.renderArea.extent.height = framebuffer->size.height;
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+ render_pass_begin.renderArea.offset.x = 0;
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+ render_pass_begin.renderArea.offset.y = 0;
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+ }
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Vector<VkClearValue> clear_values;
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clear_values.resize(framebuffer->texture_ids.size());
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@@ -7011,6 +7011,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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Point2i viewport_offset;
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Point2i viewport_size = framebuffer->size;
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+ bool constrained_to_region = false;
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bool needs_clear_color = false;
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bool needs_clear_depth = false;
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@@ -7025,21 +7026,30 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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viewport_offset = regioni.position;
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viewport_size = regioni.size;
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- if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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- needs_clear_color = true;
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- p_initial_color_action = INITIAL_ACTION_CONTINUE;
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- }
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- if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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- needs_clear_depth = true;
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- p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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- }
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- if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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- needs_clear_color = true;
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- p_initial_color_action = INITIAL_ACTION_KEEP;
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- }
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- if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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- needs_clear_depth = true;
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- p_initial_depth_action = INITIAL_ACTION_KEEP;
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+
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+ // If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
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+ // and we constrain the render area to the region.
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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+ constrained_to_region = true;
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+ p_initial_color_action = INITIAL_ACTION_CLEAR;
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+ p_initial_depth_action = INITIAL_ACTION_CLEAR;
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+ } else {
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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+ needs_clear_color = true;
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+ p_initial_color_action = INITIAL_ACTION_CONTINUE;
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+ }
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+ if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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+ needs_clear_depth = true;
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+ p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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+ }
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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+ needs_clear_color = true;
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+ p_initial_color_action = INITIAL_ACTION_KEEP;
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+ }
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+ if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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+ needs_clear_depth = true;
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+ p_initial_depth_action = INITIAL_ACTION_KEEP;
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+ }
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}
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}
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@@ -7066,7 +7076,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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ERR_FAIL_COND_V(err != OK, INVALID_ID);
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VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
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- err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures);
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+ err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures, constrained_to_region);
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if (err != OK) {
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return INVALID_ID;
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@@ -7082,6 +7092,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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draw_list_current_subpass = 0;
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if (needs_clear_color || needs_clear_depth) {
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+ DEV_ASSERT(!constrained_to_region);
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_draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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}
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@@ -7120,6 +7131,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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Point2i viewport_offset;
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Point2i viewport_size = framebuffer->size;
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+ bool constrained_to_region = false;
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bool needs_clear_color = false;
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bool needs_clear_depth = false;
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@@ -7135,13 +7147,29 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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viewport_offset = regioni.position;
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viewport_size = regioni.size;
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- if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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- needs_clear_color = true;
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- p_initial_color_action = INITIAL_ACTION_KEEP;
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- }
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- if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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- needs_clear_depth = true;
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- p_initial_depth_action = INITIAL_ACTION_KEEP;
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+ // If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
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+ // and we constrain the render area to the region.
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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+ constrained_to_region = true;
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+ p_initial_color_action = INITIAL_ACTION_CLEAR;
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+ p_initial_depth_action = INITIAL_ACTION_CLEAR;
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+ } else {
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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+ needs_clear_color = true;
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+ p_initial_color_action = INITIAL_ACTION_CONTINUE;
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+ }
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+ if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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+ needs_clear_depth = true;
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+ p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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+ }
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+ if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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+ needs_clear_color = true;
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+ p_initial_color_action = INITIAL_ACTION_KEEP;
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+ }
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+ if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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+ needs_clear_depth = true;
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+ p_initial_depth_action = INITIAL_ACTION_KEEP;
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+ }
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}
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}
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@@ -7167,7 +7195,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
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VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer;
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- err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures);
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+ err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures, constrained_to_region);
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if (err != OK) {
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return ERR_CANT_CREATE;
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@@ -7187,6 +7215,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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}
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if (needs_clear_color || needs_clear_depth) {
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+ DEV_ASSERT(!constrained_to_region);
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_draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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}
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