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authorStenzek <stenzek@gmail.com>2016-03-05 20:22:08 +1000
committerStenzek <stenzek@gmail.com>2016-05-08 12:08:25 +1000
commit32599559dbdcbebf3f13e7e7dc6a815ff308811c (patch)
treee6de38037de6fefe320a17c97d8f3eeca9468374 /Source/Core/VideoBackends/D3D12/Render.cpp
parent984da2d62475771e8562c5aa275b950828a00361 (diff)
D3D12: Use helper method for binding EFB render targets
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/Render.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp
index ac95d198b3..7d30f68061 100644
--- a/Source/Core/VideoBackends/D3D12/Render.cpp
+++ b/Source/Core/VideoBackends/D3D12/Render.cpp
@@ -280,7 +280,7 @@ Renderer::Renderer(void*& window_handle)
D3D::current_command_list->RSSetViewports(1, &vp);
// Already transitioned to appropriate states a few lines up for the clears.
- D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+ FramebufferManager::RestoreEFBRenderTargets();
D3D::BeginFrame();
}
@@ -589,7 +589,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
- D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+ FramebufferManager::RestoreEFBRenderTargets();
}
void Renderer::SetBlendMode(bool force_update)
@@ -1000,7 +1000,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
- D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
+ FramebufferManager::RestoreEFBRenderTargets();
SetViewport();
}