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[d3d9] Remove texMask from UpdateActiveHazardsRT
This is an invalid optimization and leads to render hazards being dropped Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
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@ -3025,7 +3025,7 @@ namespace dxvk {
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m_psShaderMasks = FixedFunctionMask;
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}
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UpdateActiveHazardsRT(UINT32_MAX, UINT32_MAX);
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UpdateActiveHazardsRT(UINT32_MAX);
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return D3D_OK;
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}
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@ -4714,7 +4714,7 @@ namespace dxvk {
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m_state.renderStates[ColorWriteIndex(index)])
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m_activeRTs |= bit;
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UpdateActiveHazardsRT(bit, UINT32_MAX);
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UpdateActiveHazardsRT(bit);
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}
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@ -4740,15 +4740,15 @@ namespace dxvk {
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m_activeTexturesToUpload |= bit;
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}
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UpdateActiveHazardsRT(UINT32_MAX, bit);
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UpdateActiveHazardsRT(UINT32_MAX);
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UpdateActiveHazardsDS(bit);
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}
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inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask) {
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inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask) {
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auto masks = m_psShaderMasks;
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masks.rtMask &= m_activeRTs & rtMask;
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masks.samplerMask &= m_activeRTTextures & texMask;
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masks.samplerMask &= m_activeRTTextures;
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m_activeHazardsRT = m_activeHazardsRT & (~rtMask);
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for (uint32_t rt = masks.rtMask; rt; rt &= rt - 1) {
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@ -742,7 +742,7 @@ namespace dxvk {
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void UpdateActiveTextures(uint32_t index);
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void UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask);
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void UpdateActiveHazardsRT(uint32_t rtMask);
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void UpdateActiveHazardsDS(uint32_t texMask);
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