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[d3d9] Change texture before updating fetch4
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@ -3760,6 +3760,10 @@ namespace dxvk {
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DWORD oldUsage = oldTexture != nullptr ? oldTexture->Desc()->Usage : 0;
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DWORD oldUsage = oldTexture != nullptr ? oldTexture->Desc()->Usage : 0;
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DWORD newUsage = newTexture != nullptr ? newTexture->Desc()->Usage : 0;
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DWORD newUsage = newTexture != nullptr ? newTexture->Desc()->Usage : 0;
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DWORD combinedUsage = oldUsage | newUsage;
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TextureChangePrivate(m_state.textures[StateSampler], pTexture);
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m_dirtyTextures |= 1u << StateSampler;
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UpdateActiveTextures(StateSampler, combinedUsage);
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if (newTexture != nullptr) {
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if (newTexture != nullptr) {
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const bool oldDepth = m_depthTextures & (1u << StateSampler);
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const bool oldDepth = m_depthTextures & (1u << StateSampler);
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@ -3780,14 +3784,6 @@ namespace dxvk {
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UpdateActiveFetch4(StateSampler);
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UpdateActiveFetch4(StateSampler);
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}
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}
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DWORD combinedUsage = oldUsage | newUsage;
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TextureChangePrivate(m_state.textures[StateSampler], pTexture);
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m_dirtyTextures |= 1u << StateSampler;
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UpdateActiveTextures(StateSampler, combinedUsage);
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return D3D_OK;
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return D3D_OK;
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}
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}
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