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[d3d9] Check depth bounds test when deciding to bind DSV
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@ -2308,6 +2308,9 @@ namespace dxvk {
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case D3DRS_ADAPTIVETESS_W:
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if (states[D3DRS_ADAPTIVETESS_X] == uint32_t(D3D9Format::NVDB) || oldNVDB) {
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m_flags.set(D3D9DeviceFlag::DirtyDepthBounds);
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if (m_state.depthStencil != nullptr && m_state.renderStates[D3DRS_ZENABLE])
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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break;
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}
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[[fallthrough]];
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@ -5885,7 +5888,8 @@ namespace dxvk {
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if (m_state.depthStencil != nullptr &&
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(m_state.renderStates[D3DRS_ZENABLE]
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|| m_state.renderStates[D3DRS_ZWRITEENABLE]
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|| m_state.renderStates[D3DRS_STENCILENABLE])) {
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|| m_state.renderStates[D3DRS_STENCILENABLE]
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|| m_state.renderStates[D3DRS_ADAPTIVETESS_X] == uint32_t(D3D9Format::NVDB))) {
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const DxvkImageCreateInfo& dsImageInfo = m_state.depthStencil->GetCommonTexture()->GetImage()->info();
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const bool depthWrite = m_state.renderStates[D3DRS_ZWRITEENABLE];
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