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[d3d11] Spill render pass when restoring context state as needed
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@ -3613,7 +3613,7 @@ namespace dxvk {
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void D3D11DeviceContext::RestoreState() {
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void D3D11DeviceContext::RestoreState() {
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BindFramebuffer(false);
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BindFramebuffer(m_state.om.maxUav > 0);
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BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
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BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
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BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));
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BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));
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