d3d12: Always set transform constant when debug output is enabled.
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@@ -356,7 +356,7 @@ void D3D12GSRender::end()
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.Offset((INT)currentDescriptorIndex + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav)
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.Offset((INT)currentDescriptorIndex + vertex_buffer_count, m_descriptor_stride_srv_cbv_uav)
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);
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);
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if (m_transform_constants_dirty)
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if (m_transform_constants_dirty && !g_cfg_rsx_debug_output)
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{
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{
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m_current_transform_constants_buffer_descriptor_id = (u32)currentDescriptorIndex + 1 + vertex_buffer_count;
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m_current_transform_constants_buffer_descriptor_id = (u32)currentDescriptorIndex + 1 + vertex_buffer_count;
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upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
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upload_and_bind_vertex_shader_constants(currentDescriptorIndex + 1 + vertex_buffer_count);
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