[D3D12] Ignore draws not writing to depth and fix a typo
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@@ -117,8 +117,8 @@ void RenderTargetCache::UpdateRenderTargets(/* const D3D12_VIEWPORT& viewport,
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uint32_t surface_pitch = rb_surface_info & 0x3FFF;
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MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
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uint32_t rb_color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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if (xenos::ModeControl(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7) ==
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xenos::ModeControl::kDepth) {
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if (xenos::ModeControl(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7) !=
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xenos::ModeControl::kColorDepth) {
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rb_color_mask = 0;
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}
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bool color_enabled[4] = {
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@@ -129,7 +129,8 @@ void RenderTargetCache::UpdateRenderTargets(/* const D3D12_VIEWPORT& viewport,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32, regs[XE_GPU_REG_RB_COLOR3_INFO].u32};
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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bool depth_enabled = (rb_depthcontrol & (0x2 | 0x4)) != 0;
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// 0x1 = stencil test enabled, 0x2 = depth test enabled, 0x4 = depth write enabled.
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bool depth_enabled = (rb_depthcontrol & (0x1 | 0x2 | 0x4)) != 0;
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bool full_update = false;
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