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[d3d9] Use m_activeRTs in BindFramebuffer
Can roll in the anyColorWrites this way.
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@ -5854,7 +5854,7 @@ namespace dxvk {
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// target bindings are updated. Set up the attachments.
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// target bindings are updated. Set up the attachments.
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
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for (uint32_t i : bit::BitMask(m_boundRTs)) {
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for (uint32_t i : bit::BitMask(m_activeRTs)) {
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const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info();
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const DxvkImageCreateInfo& rtImageInfo = m_state.renderTargets[i]->GetCommonTexture()->GetImage()->info();
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if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM))
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if (likely(sampleCount == VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM))
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@ -5862,8 +5862,7 @@ namespace dxvk {
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else if (unlikely(sampleCount != rtImageInfo.sampleCount))
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else if (unlikely(sampleCount != rtImageInfo.sampleCount))
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continue;
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continue;
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if (!(m_anyColorWrites & (1 << i)))
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// Any color writes are included in m_activeRTs
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continue;
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if (!(m_psShaderMasks.rtMask & (1 << i)))
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if (!(m_psShaderMasks.rtMask & (1 << i)))
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continue;
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continue;
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