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Revert "[d3d9] Use m_activeRTs in BindFramebuffer"

This is only textures. Oops.

This reverts commit ff65599dba.
This commit is contained in:
Joshua Ashton 2023-06-24 04:06:24 +01:00
parent 0e36a07a93
commit 55be12daa5

View File

@ -5858,7 +5858,7 @@ namespace dxvk {
// target bindings are updated. Set up the attachments. // target bindings are updated. Set up the attachments.
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM; VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
for (uint32_t i : bit::BitMask(m_activeRTs)) { for (uint32_t i : bit::BitMask(m_boundRTs)) {
const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info(); const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info();
if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM)) if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM))
@ -5866,7 +5866,8 @@ namespace dxvk {
else if (unlikely(sampleCount != rtImageInfo.sampleCount)) else if (unlikely(sampleCount != rtImageInfo.sampleCount))
continue; continue;
// Any color writes are included in m_activeRTs if (!(m_anyColorWrites & (1 << i)))
continue;
if (!(m_psShaderMasks.rtMask & (1 << i))) if (!(m_psShaderMasks.rtMask & (1 << i)))
continue; continue;