[d3d9] Don't mark DS as hazardous if depth write is disabled

This commit is contained in:
Joshua Ashton 2023-06-24 03:55:16 +01:00
parent ff65599dba
commit 0e36a07a93
1 changed files with 6 additions and 2 deletions

View File

@ -2131,8 +2131,11 @@ namespace dxvk {
m_flags.set(D3D9DeviceFlag::DirtyMultiSampleState);
break;
case D3DRS_STENCILENABLE:
case D3DRS_ZWRITEENABLE:
if (likely(!old != !Value))
UpdateActiveHazardsDS(UINT32_MAX);
[[fallthrough]];
case D3DRS_STENCILENABLE:
case D3DRS_ZENABLE:
if (likely(m_state.depthStencil != nullptr))
m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
@ -5584,7 +5587,8 @@ namespace dxvk {
m_activeHazardsDS = m_activeHazardsDS & (~texMask);
if (m_state.depthStencil != nullptr &&
m_state.depthStencil->GetBaseTexture() != nullptr) {
m_state.depthStencil->GetBaseTexture() != nullptr &&
m_state.renderStates[D3DRS_ZWRITEENABLE]) {
for (uint32_t samplerIdx : bit::BitMask(masks.samplerMask)) {
IDirect3DBaseTexture9* dsBase = m_state.depthStencil->GetBaseTexture();
IDirect3DBaseTexture9* texBase = m_state.textures[samplerIdx];