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Tweak initial-skipping logic. Don't skip square RTs
* I don't know if this is particularly justified, but I think square RTs are much more likely to be 'data' RTs updated each frame, not leftover frame data that will be overwritten. That I know of, there are no square resolution output displays (they're always portrait or landscape and rectangular).
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@@ -1602,9 +1602,13 @@ bool WrappedID3D11Device::Serialise_InitialState(ID3D11DeviceChild *res)
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SERIALISE_ELEMENT(uint32_t, numSubresources, desc.MipLevels*desc.ArraySize);
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bool bigrt = ((desc.BindFlags & D3D11_BIND_RENDER_TARGET) != 0 ||
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(desc.BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0 ||
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(desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS) != 0) && (desc.Width > 64 && desc.Height > 64);
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bool bigrt = (
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(desc.BindFlags & D3D11_BIND_RENDER_TARGET) != 0 ||
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(desc.BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0 ||
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(desc.BindFlags & D3D11_BIND_UNORDERED_ACCESS) != 0
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) &&
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(desc.Width > 64 && desc.Height > 64) &&
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(desc.Width != desc.Height);
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if(bigrt && m_ResourceManager->ReadBeforeWrite(Id))
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bigrt = false;
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