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Fix check for over-sized depthtargets with rendertargets
* Was causing some valid output mergers to not be tracked correctly.
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@@ -1443,9 +1443,9 @@ bool D3D11RenderState::ValidOutputMerger(ID3D11RenderTargetView **RTs, ID3D11Dep
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valid = false;
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// explicitly allow over-sized depth targets
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if(desc.Width < d3.Width &&
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desc.Height < d3.Height &&
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desc.Depth < d3.Depth &&
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if(desc.Width <= d3.Width &&
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desc.Height <= d3.Height &&
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desc.Depth <= d3.Depth &&
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desc2.SampleDesc.Count == d2.SampleDesc.Count &&
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desc2.SampleDesc.Quality == d2.SampleDesc.Quality)
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{
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