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[d3d11] Remove outdated comment
We actually handle this properly now.
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@ -3213,10 +3213,6 @@ namespace dxvk {
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void D3D11DeviceContext::BindFramebuffer(BOOL Spill) {
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// NOTE According to the Microsoft docs, we are supposed to
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// unbind overlapping shader resource views. Since this comes
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// with a large performance penalty we'll ignore this until an
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// application actually relies on this behaviour.
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DxvkRenderTargets attachments;
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// D3D11 doesn't have the concept of a framebuffer object,
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