[GPU] Cleanup RB_COLOR_MASK and RB_DEPTHCONTROL normalization
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@@ -83,16 +83,6 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint64_t GetCurrentFrame() const { return frame_current_; }
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uint64_t GetCompletedFrame() const { return frame_completed_; }
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// Gets the current color write mask, taking the pixel shader's write mask
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// into account. If a shader doesn't write to a render target, it shouldn't be
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// written to and it shouldn't be even bound - otherwise, in 4D5307E6, one
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// render target is being destroyed by a shader not writing anything, and in
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// 58410955, the result of clearing the top tile is being ignored because
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// there are 4 render targets bound with the same EDRAM base (clearly not
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// correct usage), but the shader only clears 1, and then EDRAM buffer stores
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// conflict with each other.
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uint32_t GetCurrentColorMask(uint32_t shader_writes_color_targets) const;
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void PushTransitionBarrier(
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ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
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D3D12_RESOURCE_STATES new_state,
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@@ -362,7 +352,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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xenos::Endian index_endian,
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const draw_util::ViewportInfo& viewport_info,
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uint32_t used_texture_mask,
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uint32_t color_mask);
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uint32_t normalized_color_mask);
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bool UpdateBindings(const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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ID3D12RootSignature* root_signature);
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