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[d3d9] Don't use m_activeRTs in SetPixelShader
These are just textures, not surfaces.
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@ -3411,8 +3411,8 @@ namespace dxvk {
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// If we have any RTs we would have bound to the the FB
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// If we have any RTs we would have bound to the the FB
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// not in the new shader mask, mark the framebuffer as dirty
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// not in the new shader mask, mark the framebuffer as dirty
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// so we unbind them.
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// so we unbind them.
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uint32_t oldUseMask = m_activeRTs & m_psShaderMasks.rtMask;
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uint32_t oldUseMask = m_boundRTs & m_anyColorWrites & m_psShaderMasks.rtMask;
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uint32_t newUseMask = m_activeRTs & newShaderMasks.rtMask;
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uint32_t newUseMask = m_boundRTs & m_anyColorWrites & newShaderMasks.rtMask;
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if (oldUseMask != newUseMask)
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if (oldUseMask != newUseMask)
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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