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DEPTH_CLEAR_ENABLE (DB_RENDER_CONTROL bit 0, Mesa sid.h) makes the DB write DB_DEPTH_CLEAR wherever the draw covers. Such a draw is now rasterized as submitted with an always-passing depth write, no depth bounds, no depth bias and the viewport depth range pinned to the clear value, so it touches exactly the pixels the title's geometry covers. Clearing a read-only or absent depth plane throws, at decode and in the draw precheck. Depth and stencil clears combine; copy, resummarize and decompress draws still throw. Uncharted: Legacy of Thieves Collection (PPSA05684) clears with draws that set DB_RENDER_CONTROL to 0x3 and stopped with "depth/stencil clear, copy, resummarize or decompress draws (DB_RENDER_CONTROL) is unsupported (register 0x0 = 0x00000003)".