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Don't scissor shaderOut in pixel history
* This is not strictly necessary, just reduced wasted GPU work, but potentially this could affect accurate output for these values. We only need to scissor for cases where we're doing counters for checking writes and test passes.
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@@ -2083,17 +2083,6 @@ struct D3D12PixelHistoryPerFragmentCallback : D3D12PixelHistoryCallback
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PerFragmentPipelines pipes = CreatePerFragmentPipelines(state, eid, 0, renderTargetIndex);
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for(uint32_t i = 0; i < state.views.size(); i++)
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{
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ScissorToPixel(state.views[i], state.scissors[i]);
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// Set scissor to the whole pixel quad
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state.scissors[i].left &= ~0x1;
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state.scissors[i].top &= ~0x1;
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state.scissors[i].right = state.scissors[i].left + 2;
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state.scissors[i].bottom = state.scissors[i].top + 2;
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}
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ID3D12PipelineState *psosIter[2];
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psosIter[0] = pipes.primitiveIdPipe;
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psosIter[1] = pipes.shaderOutPipe;
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@@ -3140,15 +3140,6 @@ struct VulkanPixelHistoryPerFragmentCallback : VulkanPixelHistoryCallback
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shads = CreatePerFragmentShaders(state, eid, colorOutputIndex);
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}
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for(uint32_t i = 0; i < state.views.size(); i++)
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{
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ScissorToPixel(state.views[i], state.scissors[i]);
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state.scissors[i].offset.x &= ~0x1;
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state.scissors[i].offset.y &= ~0x1;
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state.scissors[i].extent = {2, 2};
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}
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VkPipeline pipesIter[2];
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pipesIter[0] = pipes.primitiveIdPipe;
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pipesIter[1] = pipes.shaderOutPipe;
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