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Fixed some shaders not appearing with the d3d12 driver - this reintroduces a validation error though but it seems to work as in not crash and is the old RA behaviour. Guess we need a different way of fixing the validation issue. (#14729)
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@ -2616,8 +2616,7 @@ static bool d3d12_gfx_frame(
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D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport);
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D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect);
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if (!d3d12->shader_preset || d3d12->pass[0].rt.handle)
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D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
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D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0);
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D3D12SetPipelineState(d3d12->queue.cmd,
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d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);
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