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Now that we have geometry shaders, we can leverage this to implement clears of layered framebuffers by adding a geometry shader in our clear pipelines that redirects the clear rect to the appropriate layer in the framebuffer, instead of falling back to emitting separate clear jobs for each layer, which is a lot slower. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>