summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
diff options
context:
space:
mode:
authorStenzek <stenzek@gmail.com>2016-03-05 22:38:14 +1000
committerStenzek <stenzek@gmail.com>2016-05-08 12:08:25 +1000
commitacfa93372ec58faac05f9ed7c8ac0d6ed5ad403e (patch)
tree6a0ad014012e1de0ac6e6704934bbf53887c6248 /Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
parent7ec1fce74111be9a926124a9d5e895a380696cd8 (diff)
D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/FramebufferManager.cpp21
1 files changed, 4 insertions, 17 deletions
diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
index 6fe191b8d6..49fe92fa57 100644
--- a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
@@ -3,7 +3,6 @@
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
-#include "VideoBackends/D3D12/BoundingBox.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DUtil.h"
@@ -198,7 +197,6 @@ void FramebufferManager::ResolveDepthTexture()
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
- FramebufferManager::RestoreEFBRenderTargets();
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
@@ -209,8 +207,6 @@ void FramebufferManager::RestoreEFBRenderTargets()
D3D::current_command_list->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
&FramebufferManager::GetEFBDepthTexture()->GetDSV12());
-
- BBox::Bind();
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)
@@ -327,16 +323,12 @@ void FramebufferManager::MapEFBColorAccessCopy()
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
- // Block until completion
- D3D::command_list_mgr->ExecuteQueuedWork(true);
-
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.color_tex->GetTex12())
m_efb.color_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
- // Restore state after resetting command list
- RestoreEFBRenderTargets();
- g_renderer->RestoreAPIState();
+ // Block until completion - state is automatically restored
+ D3D::command_list_mgr->ExecuteQueuedWork(true);
// Resource copy has finished, so safe to map now
m_efb.color_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.color_access_readback_map));
@@ -379,16 +371,12 @@ void FramebufferManager::MapEFBDepthAccessCopy()
CD3DX12_TEXTURE_COPY_LOCATION src_location(src_resource, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, nullptr);
- // Block until completion
- D3D::command_list_mgr->ExecuteQueuedWork(true);
-
// Restore EFB resource state if it was sourced from here
if (src_resource == m_efb.depth_tex->GetTex12())
m_efb.depth_tex->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
- // Restore state after resetting command list
- RestoreEFBRenderTargets();
- g_renderer->RestoreAPIState();
+ // Block until completion - state is automatically restored
+ D3D::command_list_mgr->ExecuteQueuedWork(true);
// Resource copy has finished, so safe to map now
m_efb.depth_access_readback_buffer->Map(0, nullptr, reinterpret_cast<void**>(&m_efb.depth_access_readback_map));
@@ -458,7 +446,6 @@ void XFBSource::CopyEFB(float gamma)
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
- FramebufferManager::RestoreEFBRenderTargets();
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();