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[d3d9] Fix messing up the dirty textures bitmask
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@ -3379,7 +3379,7 @@ namespace dxvk {
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m_vsShaderMasks = D3D9ShaderMasks();
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// Fixed function vertex shaders don't support sampling textures.
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m_dirtyTextures = m_vsShaderMasks.samplerMask & m_mismatchingTextureTypes;
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m_dirtyTextures |= m_vsShaderMasks.samplerMask & m_mismatchingTextureTypes;
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m_mismatchingTextureTypes &= ~m_vsShaderMasks.samplerMask;
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}
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@ -3748,7 +3748,7 @@ namespace dxvk {
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newShaderMasks = FixedFunctionMask;
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// Fixed function always uses spec constants to decide the texture type.
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m_dirtyTextures = newShaderMasks.samplerMask & m_mismatchingTextureTypes;
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m_dirtyTextures |= newShaderMasks.samplerMask & m_mismatchingTextureTypes;
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m_mismatchingTextureTypes &= ~newShaderMasks.samplerMask;
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}
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@ -6342,7 +6342,7 @@ namespace dxvk {
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if (unlikely(shader->GetInfo().majorVersion() < 2)) {
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// SM 1 shaders don't define the texture type in the shader.
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// We always use spec constants for those.
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m_dirtyTextures = shaderSamplerMask & m_mismatchingTextureTypes;
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m_dirtyTextures |= shaderSamplerMask & m_mismatchingTextureTypes;
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m_mismatchingTextureTypes &= ~shaderSamplerMask;
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return;
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}
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