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GS/DX12: Expand the fb optimization hit detection backport from GL/DX11.#14595

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lightningterror merged 1 commit into
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gs_aggressive_fb_opt_the_sequel
Jul 2, 2026
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GS/DX12: Expand the fb optimization hit detection backport from GL/DX11.#14595
lightningterror merged 1 commit into
masterfrom
gs_aggressive_fb_opt_the_sequel

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Description of Changes

We can actually expand the hit detection even if either color or depth trigger a state change. This allows not the current but subsequent potential state changes to be avoided.

Note this includes the proper RP changes from #14555 so maybe merge that PR first, dump run was used with those changes included as a base.

Rationale behind Changes

Follow up from #14567
Speed, optimizations.

Suggested Testing Steps

Same games as that pr, single to double digit reductions in render passes.

Did you use AI to help find, test, or implement this issue or feature?

No.

@lightningterror lightningterror force-pushed the gs_aggressive_fb_opt_the_sequel branch from 809a3f7 to 96eb9de Compare June 28, 2026 19:18
@lightningterror lightningterror merged commit 1f0f3b9 into master Jul 2, 2026
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@lightningterror lightningterror deleted the gs_aggressive_fb_opt_the_sequel branch July 2, 2026 09:25
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