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Fix Depth RT lock to be in scope
Earlier texture locking design required the lock to be retained but since the introduction of `AttachTexture`, this no longer needs to be done. This being done caused deadlocks when the depth texture is sampled by the fragment shader while being bound as an RT since it would attempt to lock the texture again.
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@ -2856,9 +2856,8 @@ namespace skyline::gpu::interconnect {
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// Depth/Stencil Render Target Setup
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// Depth/Stencil Render Target Setup
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auto depthRenderTargetView{GetDepthRenderTarget()};
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auto depthRenderTargetView{GetDepthRenderTarget()};
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std::optional<std::scoped_lock<TextureView>> depthTargetLock;
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if (depthRenderTargetView) {
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if (depthRenderTargetView) {
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depthTargetLock.emplace(*depthRenderTargetView);
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std::scoped_lock lock(*depthRenderTargetView);
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executor.AttachTexture(depthRenderTargetView);
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executor.AttachTexture(depthRenderTargetView);
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}
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}
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