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gpu: accept partially resident depth flags
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@@ -12813,6 +12813,18 @@ public:
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RenderDepthInfo phased_depth{};
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RenderExecutorTestAccess::ResolveRenderDepthTarget(
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executor, scheduler.Current(), phased_depth);
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// PRT permits missing backing; a fully resident target keeps the same layout and image.
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phased_depth_target.z_info.partially_resident = true;
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phased_depth_target.stencil_info.partially_resident = true;
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registers.SetDepthRenderTarget(phased_depth_target);
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RenderDepthInfo resident_prt_depth{};
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RenderExecutorTestAccess::ResolveRenderDepthTarget(
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executor, scheduler.Current(), resident_prt_depth);
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Require(name, "fully resident PRT depth identity",
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resident_prt_depth.image_id == phased_depth.image_id &&
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resident_prt_depth.desc.info.data == phased_depth.desc.info.data &&
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resident_prt_depth.desc.info.stencil == phased_depth.desc.info.stencil,
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"PRT permission changed a fully backed depth/stencil attachment");
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auto non_texture_compatible_target = phased_depth_target;
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non_texture_compatible_target.z_info.texture_compatibility =
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Prospero::TextureCompatiblePlaneCompression::kDisable;
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