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D3D: Fixed D3D validation error during EFB to texture copy
Texture was being bound as a render target while still being set as a shader resource. D3D automatically unbinds the SRV in this case and generates a validation error. The fix is to manually unbind SRV, render into it and then re-bind to old slots.
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@ -199,6 +199,22 @@ void StateManager::Apply()
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m_dirtyFlags = 0;
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}
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u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
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{
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u32 mask = 0;
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for (u32 index = 0; index < 8; ++index)
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{
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if (m_current.textures[index] == srv)
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{
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SetTexture(index, nullptr);
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mask |= 1 << index;
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}
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}
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return mask;
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}
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} // namespace D3D
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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