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AnyPS5/docs/dev
Simon 51c043ba51 fix(agc): keep the texels of CMASK tiles with codes other than 0 and 15
A fast-clear materialization threw when a CMASK nibble held a code other
than 0 (cleared) or 15 (expanded). PPSA18391 (engine: Clickteam Fusion) fast
clears a target whose CMASK it never initialized, so some nibbles hold
leftover values such as 1 and 10, and presentation failed on the first
frame.

Such a tile now keeps its texels like an expanded tile, on the CPU path
and in the compute pass. A cleared tile of a DCC target still throws.
The graphics and CMASK fast-clear tests now check that an unknown code
leaves the tile unchanged instead of expecting the throw.
2026-10-13 02:17:33 +02:00
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