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[d3d9] Optimize DS active hazard check
There can only be one DS, so no need to loop over.
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@ -5624,9 +5624,9 @@ namespace dxvk {
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}
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}
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}
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for (uint32_t samplerIdx : bit::BitMask(m_activeHazardsDS)) {
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if (m_activeHazardsDS != 0) {
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// Guaranteed to not be nullptr...
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// Guaranteed to not be nullptr...
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auto tex = GetCommonTexture(m_state.textures[samplerIdx]);
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auto tex = m_state.depthStencil->GetCommonTexture();
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if (unlikely(!tex->MarkHazardous())) {
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if (unlikely(!tex->MarkHazardous())) {
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TransitionImage(tex, m_hazardLayout);
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TransitionImage(tex, m_hazardLayout);
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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