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https://github.com/doitsujin/dxvk.git
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[dxvk] Unbind graphics pipeline when spilling render pass
Otherwise we may in some very rare cases continue using an incorrect pipeline in subsequent render passes if the same shaders are used for drawing.
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@ -1242,7 +1242,6 @@ namespace dxvk {
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return;
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this->spillRenderPass();
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this->unbindGraphicsPipeline();
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m_barriers.recordCommands(m_cmd);
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@ -1951,7 +1950,6 @@ namespace dxvk {
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VkImageSubresourceLayers srcSubresource,
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VkOffset3D srcOffset,
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VkExtent3D extent) {
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this->unbindGraphicsPipeline();
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m_barriers.recordCommands(m_cmd);
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auto srcSubresourceRange = vk::makeSubresourceRange(srcSubresource);
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@ -2225,7 +2223,6 @@ namespace dxvk {
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const Rc<DxvkImage>& srcImage,
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const VkImageSubresourceLayers& srcSubresources,
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VkFormat format) {
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this->unbindGraphicsPipeline();
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m_barriers.recordCommands(m_cmd);
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// Create image views covering the requested subresourcs
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@ -2361,6 +2358,7 @@ namespace dxvk {
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m_queries.endQueries(m_cmd, VK_QUERY_TYPE_PIPELINE_STATISTICS);
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this->renderPassUnbindFramebuffer();
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this->unbindGraphicsPipeline();
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m_flags.clr(DxvkContextFlag::GpDirtyXfbCounters);
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}
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