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d3d12: Do not invalidate surface texture if they are not set.
Fix hang with depth read texture and color buffer enabled.
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@ -1231,10 +1231,10 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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break;
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}
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invalidateTexture(GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000));
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invalidateTexture(GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000));
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invalidateTexture(GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000));
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invalidateTexture(GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000));
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if (m_context_dma_color_a) invalidateTexture(GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000));
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if (m_context_dma_color_b) invalidateTexture(GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000));
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if (m_context_dma_color_c) invalidateTexture(GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000));
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if (m_context_dma_color_d) invalidateTexture(GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000));
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}
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if (needTransfer)
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{
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