This repository has been archived on 2023-10-09 . You can view files and clone it, but cannot push or open issues or pull requests.
ffcd8e6b026bade0f172700d1736dcd64bb7cc03
Clearing of clipmaps is the only place in Blender that uses non uniform data (not all components of the cleared data to be exact the same). Vulkan has only the possibility to clear buffers using a single uint32_t. There were two solutions: - Add compute shader to Vulkan backend. - Make Eevee-next responsible to clear the clipmaps. When fixing this in the Vulkan backend it could lead to other issues as the backend isn't aware what is exactly required and might overwrite active bindings. We chose to make it a responsibility of Eevee-next as there it is clear what is needed. Related issue: #105492 Pull Request: blender/blender#105560
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