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Diffstat (limited to 'Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp11
1 files changed, 4 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp
index c7708e1a90..e4e63ecd54 100644
--- a/Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D12/PSTextureEncoder.cpp
@@ -215,6 +215,10 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::ResourceBarrier(D3D::current_command_list, m_out, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &src_box);
+ FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+
+ // State is automatically restored after executing command list.
D3D::command_list_mgr->ExecuteQueuedWork(true);
// Transfer staging buffer to GameCube/Wii RAM
@@ -232,13 +236,6 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
}
m_out_readback_buffer->Unmap(0, nullptr);
-
- // Restores proper viewport/scissor settings.
- g_renderer->RestoreAPIState();
-
- 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();
}
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,