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  • Hash : 6af0c03f
    Author : Ian Elliott
    Date : 2021-02-25T18:15:21

    Vulkan: Always write to swapchain alpha channel
    
    This fixes an issue with the "Ragnarok M: Eternal Love" game, which
    uses a GL_RGB8 format for its window, which is actually backed by a
    GL_RGBA8 format (a.k.a. "emulated alpha").  The game does no explicit
    clear per frame.  Therefore, ANGLE selects a render pass
    loadOp=DONT_CARE, which leaves the alpha channel undefined (0.0 on a
    Pixel 4 XL).  That causes SurfaceFlinger to show (blend or alternate
    vsyncs) what should have been covered up by the game (e.g. the Android
    launcher and live wallpaper).
    
    The solution is to prevent loadOp=DONT_CARE for emulated alpha.
    
    Test: ClearTest.ChangeFramebufferAttachmentFromRGBAtoRGB
    Test: dEQP-GLES2.functional.fbo.render.stencil_clear.tex2d_rgb_stencil_index8
    Bug: b/180139027
    Change-Id: Ied97b57c93d41326cb3294ff246691e09f316791
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2704949
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Commit-Queue: Ian Elliott <ianelliott@google.com>
    

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