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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/TextureCache.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/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/TextureCache.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/TextureCache.cpp b/Source/Core/VideoBackends/D3D12/TextureCache.cpp
index a62606c371..48f335af2c 100644
--- a/Source/Core/VideoBackends/D3D12/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D12/TextureCache.cpp
@@ -168,7 +168,6 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(
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();
g_renderer->RestoreAPIState();
}
@@ -308,7 +307,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
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();
g_renderer->RestoreAPIState();
}
@@ -490,7 +488,6 @@ void TextureCache::ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* uncon
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();
g_renderer->RestoreAPIState();
}