fix: those uavs don't need clear, they are discarded and fully overwritten
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@@ -10923,20 +10923,6 @@ void Visibility_Prepare(
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}
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barrier_stack_flush(cmd);
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if (res.depthbuffer)
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{
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device->ClearUAV(res.depthbuffer, 0, cmd);
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}
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if (res.lineardepth)
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{
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device->ClearUAV(res.lineardepth, 0, cmd);
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}
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if (res.primitiveID_resolved)
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{
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device->ClearUAV(res.primitiveID_resolved, 0, cmd);
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}
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device->Barrier(GPUBarrier::Memory(), cmd);
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device->BindComputeShader(&shaders[msaa ? CSTYPE_VISIBILITY_RESOLVE_MSAA : CSTYPE_VISIBILITY_RESOLVE], cmd);
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device->Dispatch(
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