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@ -2823,10 +2823,10 @@ void VulkanDevice::ClearDepth(GPUTexture* t, float d)
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void VulkanDevice::InvalidateRenderTarget(GPUTexture* t)
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{
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GPUDevice::InvalidateRenderTarget(t);
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if (InRenderPass() && (t->IsRenderTarget() ? (IsRenderTargetBoundIndex(t) >= 0) : (m_current_depth_target == t)))
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if (InRenderPass() && (t->IsDepthStencil() ? (m_current_depth_target == t) : (IsRenderTargetBoundIndex(t) >= 0)))
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{
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// Invalidate includes leaving whatever's in the current buffer.
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GL_INS_FMT("Invalidating current {}", t->IsRenderTarget() ? "RT" : "DS");
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GL_INS_FMT("Invalidating current {}", t->IsDepthStencil() ? "DS" : "RT");
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t->SetState(GPUTexture::State::Dirty);
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}
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}
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@ -3760,7 +3760,7 @@ void VulkanDevice::UnbindTexture(VulkanTexture* tex)
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}
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}
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if (tex->IsRenderTarget())
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if (tex->IsRenderTarget() || tex->IsDepthStencil())
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{
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for (u32 i = 0; i < m_num_current_render_targets; i++)
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{
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