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GS/VK: Remove rt and ds hazard check, handled in RendererHW.
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@@ -5839,14 +5839,6 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
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PipelineSelector& pipe = m_pipeline_selector;
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UpdateHWPipelineSelector(config, pipe);
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// If we don't have a barrier but the texture was drawn to last draw, end the pass to insert a barrier.
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if (InRenderPass())
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{
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if ((!pipe.IsRTFeedbackLoop() && config.tex == m_current_render_target) ||
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(!pipe.IsDepthFeedbackLoop() && config.tex == m_current_depth_target))
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EndRenderPass();
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}
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// now blit the colclip texture back to the original target
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if (colclip_rt)
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{
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