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[d3d9] Optimize MarkTextureBindingDirty with tzcnt loop of m_activeTextures
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@ -5868,7 +5868,8 @@ namespace dxvk {
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void D3D9DeviceEx::MarkTextureBindingDirty(IDirect3DBaseTexture9* texture) {
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D3D9DeviceLock lock = LockDevice();
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for (uint32_t i = 0; i < m_state.textures.size(); i++) {
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for (uint32_t tex = m_activeTextures; tex; tex &= tex - 1) {
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const uint32_t i = bit::tzcnt(tex);
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if (m_state.textures[i] == texture)
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m_dirtyTextures |= 1u << i;
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}
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