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[d3d9] Don't mark DS hazards if not used by shader
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@ -5576,11 +5576,13 @@ namespace dxvk {
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inline void D3D9DeviceEx::UpdateActiveHazardsDS(uint32_t texMask) {
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inline void D3D9DeviceEx::UpdateActiveHazardsDS(uint32_t texMask) {
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auto masks = m_psShaderMasks;
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masks.samplerMask &= m_activeDSTextures & texMask;
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m_activeHazardsDS = m_activeHazardsDS & (~texMask);
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m_activeHazardsDS = m_activeHazardsDS & (~texMask);
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if (m_state.depthStencil != nullptr &&
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if (m_state.depthStencil != nullptr &&
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m_state.depthStencil->GetBaseTexture() != nullptr) {
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m_state.depthStencil->GetBaseTexture() != nullptr) {
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uint32_t samplerMask = m_activeDSTextures & texMask;
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for (uint32_t samplerIdx : bit::BitMask(masks.samplerMask)) {
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for (uint32_t samplerIdx : bit::BitMask(samplerMask)) {
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IDirect3DBaseTexture9* dsBase = m_state.depthStencil->GetBaseTexture();
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IDirect3DBaseTexture9* dsBase = m_state.depthStencil->GetBaseTexture();
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IDirect3DBaseTexture9* texBase = m_state.textures[samplerIdx];
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IDirect3DBaseTexture9* texBase = m_state.textures[samplerIdx];
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