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authorTellowKrinkle <tellowkrinkle@gmail.com>2025-10-30 20:44:45 -0500
committerTellowKrinkle <tellowkrinkle@gmail.com>2025-10-30 20:50:17 -0500
commit21ac489d575662091be107fab0d807392b1e9fdf (patch)
tree485b087c068e6adc0bc3bb82dc47005f19d6d934 /Source/Core/VideoCommon/FramebufferManager.cpp
parentd065f1ae1228203b354c35ca853f36fa45a59c43 (diff)
VideoCommon: Fix render to texture in wrong layout
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoCommon/FramebufferManager.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/FramebufferManager.cpp b/Source/Core/VideoCommon/FramebufferManager.cpp
index bec54b5b10..f3f6d3968e 100644
--- a/Source/Core/VideoCommon/FramebufferManager.cpp
+++ b/Source/Core/VideoCommon/FramebufferManager.cpp
@@ -337,8 +337,8 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
}
else
{
- m_efb_color_texture->FinishedRendering();
g_gfx->BeginUtilityDrawing();
+ m_efb_color_texture->FinishedRendering();
g_gfx->SetAndDiscardFramebuffer(m_efb_color_resolve_framebuffer.get());
g_gfx->SetPipeline(m_efb_color_resolve_pipeline.get());
g_gfx->SetTexture(0, m_efb_color_texture.get());
@@ -365,8 +365,8 @@ AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rect
MathUtil::Rectangle<int> clamped_region = region;
clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
- m_efb_depth_texture->FinishedRendering();
g_gfx->BeginUtilityDrawing();
+ m_efb_depth_texture->FinishedRendering();
g_gfx->SetAndDiscardFramebuffer(m_efb_depth_resolve_framebuffer.get());
g_gfx->SetPipeline(IsEFBMultisampled() ? m_efb_depth_resolve_pipeline.get() :
m_efb_depth_cache.copy_pipeline.get());
@@ -389,8 +389,8 @@ bool FramebufferManager::ReinterpretPixelData(EFBReinterpretType convtype)
// We don't discard here because discarding the framebuffer also throws away the depth
// buffer, which we want to preserve. If we find this to be hindering performance in the
// future (e.g. on mobile/tilers), it may be worth discarding only the color buffer.
- m_efb_color_texture->FinishedRendering();
g_gfx->BeginUtilityDrawing();
+ m_efb_color_texture->FinishedRendering();
g_gfx->SetFramebuffer(m_efb_convert_framebuffer.get());
g_gfx->SetViewportAndScissor(m_efb_framebuffer->GetRect());
g_gfx->SetPipeline(m_format_conversion_pipelines[static_cast<u32>(convtype)].get());
@@ -807,8 +807,8 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index, bool async
// Downsample from internal resolution to 1x.
// TODO: This won't produce correct results at IRs above 2x. More samples are required.
// This is the same issue as with EFB copies.
- src_texture->FinishedRendering();
g_gfx->BeginUtilityDrawing();
+ src_texture->FinishedRendering();
const float rcp_src_width = 1.0f / m_efb_framebuffer->GetWidth();
const float rcp_src_height = 1.0f / m_efb_framebuffer->GetHeight();