[d3d9] Don't use m_activeRTs in SetPixelShader

These are just textures, not surfaces.
This commit is contained in:
Joshua Ashton 2023-06-24 04:07:19 +01:00
parent 55be12daa5
commit 00ae118655
1 changed files with 2 additions and 2 deletions

View File

@ -3411,8 +3411,8 @@ namespace dxvk {
// If we have any RTs we would have bound to the the FB
// not in the new shader mask, mark the framebuffer as dirty
// so we unbind them.
uint32_t oldUseMask = m_activeRTs & m_psShaderMasks.rtMask;
uint32_t newUseMask = m_activeRTs & newShaderMasks.rtMask;
uint32_t oldUseMask = m_boundRTs & m_anyColorWrites & m_psShaderMasks.rtMask;
uint32_t newUseMask = m_boundRTs & m_anyColorWrites & newShaderMasks.rtMask;
if (oldUseMask != newUseMask)
m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);