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GS/DX12: Fix render pass optimization not being properly hit.
The depth target render pass optimization wasn't being hit properly, so let's synch it with the other renderers.
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pcsx2/GS/Renderers/DX12/GSDevice12.cpp

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -4288,12 +4288,12 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
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draw_rt = m_current_render_target;
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m_pipeline_selector.rt = true;
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}
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}
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else if (!draw_ds && m_current_depth_target && config.tex != m_current_depth_target &&
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m_current_depth_target->GetSize() == draw_rt->GetSize())
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{
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draw_ds = m_current_depth_target;
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m_pipeline_selector.ds = true;
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else if (!draw_ds && m_current_depth_target && config.tex != m_current_depth_target &&
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m_current_depth_target->GetSize() == draw_rt->GetSize())
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{
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draw_ds = m_current_depth_target;
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m_pipeline_selector.ds = true;
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}
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}
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GSTexture12* draw_ds_as_rt = static_cast<GSTexture12*>(config.ds_as_rt);

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