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[d3d9] Skip texture type check when forceSpecConst option is active
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@ -6339,7 +6339,7 @@ namespace dxvk {
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void D3D9DeviceEx::UpdateTextureTypeMismatchesForShader(const D3D9CommonShader* shader, uint32_t shaderSamplerMask, uint32_t shaderSamplerOffset) {
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void D3D9DeviceEx::UpdateTextureTypeMismatchesForShader(const D3D9CommonShader* shader, uint32_t shaderSamplerMask, uint32_t shaderSamplerOffset) {
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if (unlikely(shader->GetInfo().majorVersion() < 2)) {
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if (unlikely(shader->GetInfo().majorVersion() < 2 || m_d3d9Options.forceSamplerTypeSpecConstants)) {
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// SM 1 shaders don't define the texture type in the shader.
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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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// 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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@ -6381,7 +6381,9 @@ namespace dxvk {
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shaderTextureIndex = stateSampler;
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shaderTextureIndex = stateSampler;
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}
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}
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if (unlikely(shader == nullptr || shader->GetInfo().majorVersion() < 2)) {
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if (unlikely(shader == nullptr || shader->GetInfo().majorVersion() < 2 || m_d3d9Options.forceSamplerTypeSpecConstants)) {
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// This function only gets called by UpdateTextureBitmasks
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// which clears the dirty and mismatching bits for the texture before anyway.
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return;
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return;
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}
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}
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