diff --git a/src/d3d11/d3d11_context.cpp b/src/d3d11/d3d11_context.cpp index 34223112..92115d88 100644 --- a/src/d3d11/d3d11_context.cpp +++ b/src/d3d11/d3d11_context.cpp @@ -3213,10 +3213,6 @@ namespace dxvk { void D3D11DeviceContext::BindFramebuffer(BOOL Spill) { - // NOTE According to the Microsoft docs, we are supposed to - // unbind overlapping shader resource views. Since this comes - // with a large performance penalty we'll ignore this until an - // application actually relies on this behaviour. DxvkRenderTargets attachments; // D3D11 doesn't have the concept of a framebuffer object,