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@@ -1375,7 +1375,7 @@ namespace bgfx
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else
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{
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if (NULL != m_currentColor
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- && BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
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+ && BGFX_CLEAR_COLOR & _clear.m_flags)
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{
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if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
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{
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@@ -1399,11 +1399,11 @@ namespace bgfx
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}
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if (NULL != m_currentDepthStencil
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- && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
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+ && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
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{
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DWORD flags = 0;
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- flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
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- flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
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+ flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
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+ flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
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m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
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}
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}
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@@ -2030,11 +2030,11 @@ namespace bgfx
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ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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uint64_t state = 0;
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- state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
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- state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
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+ state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
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+ state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
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uint64_t stencil = 0;
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- stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
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+ stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
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| BGFX_STENCIL_TEST_ALWAYS
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| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
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| BGFX_STENCIL_FUNC_RMASK(0xff)
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@@ -2899,7 +2899,7 @@ namespace bgfx
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{
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ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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- if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
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+ if (BGFX_CLEAR_COLOR & _clear.m_flags)
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{
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if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
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{
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@@ -2933,11 +2933,11 @@ namespace bgfx
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}
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if (NULL != m_dsv
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- && (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
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+ && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
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{
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DWORD flags = 0;
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- flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
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- flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
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+ flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
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+ flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
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deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
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}
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}
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