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D3D: Moved setting texture by slot mask into StateManager
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@ -174,13 +174,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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g_renderer->RestoreAPIState();
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// Restore old texture in all previously used slots, if any
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while (textureSlotMask)
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{
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unsigned long index;
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_BitScanForward(&index, textureSlotMask);
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D3D::stateman->SetTexture(index, texture->GetSRV());
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textureSlotMask &= ~(1 << index);
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}
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D3D::stateman->SetTextureByMask(textureSlotMask, texture->GetSRV());
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}
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if (!g_ActiveConfig.bCopyEFBToTexture)
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