diff options
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferManager.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/FramebufferManager.cpp | 192 |
1 files changed, 96 insertions, 96 deletions
diff --git a/Source/Core/VideoCommon/FramebufferManager.cpp b/Source/Core/VideoCommon/FramebufferManager.cpp index f025b2dfde..861536813e 100644 --- a/Source/Core/VideoCommon/FramebufferManager.cpp +++ b/Source/Core/VideoCommon/FramebufferManager.cpp @@ -11,6 +11,7 @@ #include "Common/MsgHandler.h" #include "Core/Config/GraphicsSettings.h" #include "VideoCommon/AbstractFramebuffer.h" +#include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractPipeline.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractStagingTexture.h" @@ -171,17 +172,17 @@ bool FramebufferManager::CreateEFBFramebuffer() const TextureConfig efb_depth_texture_config = GetEFBDepthTextureConfig(); // We need a second texture to swap with for changing pixel formats - m_efb_color_texture = g_renderer->CreateTexture(efb_color_texture_config, "EFB color texture"); - m_efb_depth_texture = g_renderer->CreateTexture(efb_depth_texture_config, "EFB depth texture"); + m_efb_color_texture = g_gfx->CreateTexture(efb_color_texture_config, "EFB color texture"); + m_efb_depth_texture = g_gfx->CreateTexture(efb_depth_texture_config, "EFB depth texture"); m_efb_convert_color_texture = - g_renderer->CreateTexture(efb_color_texture_config, "EFB convert color texture"); + g_gfx->CreateTexture(efb_color_texture_config, "EFB convert color texture"); if (!m_efb_color_texture || !m_efb_depth_texture || !m_efb_convert_color_texture) return false; m_efb_framebuffer = - g_renderer->CreateFramebuffer(m_efb_color_texture.get(), m_efb_depth_texture.get()); + g_gfx->CreateFramebuffer(m_efb_color_texture.get(), m_efb_depth_texture.get()); m_efb_convert_framebuffer = - g_renderer->CreateFramebuffer(m_efb_convert_color_texture.get(), m_efb_depth_texture.get()); + g_gfx->CreateFramebuffer(m_efb_convert_color_texture.get(), m_efb_depth_texture.get()); if (!m_efb_framebuffer || !m_efb_convert_framebuffer) return false; @@ -191,7 +192,7 @@ bool FramebufferManager::CreateEFBFramebuffer() u32 flags = 0; if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve) flags |= AbstractTextureFlag_RenderTarget; - m_efb_resolve_color_texture = g_renderer->CreateTexture( + m_efb_resolve_color_texture = g_gfx->CreateTexture( TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1, efb_color_texture_config.layers, 1, efb_color_texture_config.format, flags), "EFB color resolve texture"); @@ -201,7 +202,7 @@ bool FramebufferManager::CreateEFBFramebuffer() if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve) { m_efb_color_resolve_framebuffer = - g_renderer->CreateFramebuffer(m_efb_resolve_color_texture.get(), nullptr); + g_gfx->CreateFramebuffer(m_efb_resolve_color_texture.get(), nullptr); if (!m_efb_color_resolve_framebuffer) return false; } @@ -210,7 +211,7 @@ bool FramebufferManager::CreateEFBFramebuffer() // We also need one to convert the D24S8 to R32F if that is being used (Adreno). if (g_ActiveConfig.MultisamplingEnabled() || GetEFBDepthFormat() != AbstractTextureFormat::R32F) { - m_efb_depth_resolve_texture = g_renderer->CreateTexture( + m_efb_depth_resolve_texture = g_gfx->CreateTexture( TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1, efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(), AbstractTextureFlag_RenderTarget), @@ -219,15 +220,15 @@ bool FramebufferManager::CreateEFBFramebuffer() return false; m_efb_depth_resolve_framebuffer = - g_renderer->CreateFramebuffer(m_efb_depth_resolve_texture.get(), nullptr); + g_gfx->CreateFramebuffer(m_efb_depth_resolve_texture.get(), nullptr); if (!m_efb_depth_resolve_framebuffer) return false; } // Clear the renderable textures out. - g_renderer->SetAndClearFramebuffer( - m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, - g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f); + g_gfx->SetAndClearFramebuffer(m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, + g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : + 0.0f); return true; } @@ -245,7 +246,7 @@ void FramebufferManager::DestroyEFBFramebuffer() void FramebufferManager::BindEFBFramebuffer() { - g_renderer->SetFramebuffer(m_efb_framebuffer.get()); + g_gfx->SetFramebuffer(m_efb_framebuffer.get()); } AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rectangle<int>& region) @@ -270,15 +271,15 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect else { m_efb_color_texture->FinishedRendering(); - g_renderer->BeginUtilityDrawing(); - g_renderer->SetAndDiscardFramebuffer(m_efb_color_resolve_framebuffer.get()); - g_renderer->SetPipeline(m_efb_color_resolve_pipeline.get()); - g_renderer->SetTexture(0, m_efb_color_texture.get()); - g_renderer->SetSamplerState(0, RenderState::GetPointSamplerState()); - g_renderer->SetViewportAndScissor(clamped_region); - g_renderer->Draw(0, 3); + g_gfx->BeginUtilityDrawing(); + 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()); + g_gfx->SetSamplerState(0, RenderState::GetPointSamplerState()); + g_gfx->SetViewportAndScissor(clamped_region); + g_gfx->Draw(0, 3); m_efb_resolve_color_texture->FinishedRendering(); - g_renderer->EndUtilityDrawing(); + g_gfx->EndUtilityDrawing(); } m_efb_resolve_color_texture->FinishedRendering(); return m_efb_resolve_color_texture.get(); @@ -298,16 +299,16 @@ AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rect clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight()); m_efb_depth_texture->FinishedRendering(); - g_renderer->BeginUtilityDrawing(); - g_renderer->SetAndDiscardFramebuffer(m_efb_depth_resolve_framebuffer.get()); - g_renderer->SetPipeline(IsEFBMultisampled() ? m_efb_depth_resolve_pipeline.get() : - m_efb_depth_cache.copy_pipeline.get()); - g_renderer->SetTexture(0, m_efb_depth_texture.get()); - g_renderer->SetSamplerState(0, RenderState::GetPointSamplerState()); - g_renderer->SetViewportAndScissor(clamped_region); - g_renderer->Draw(0, 3); + g_gfx->BeginUtilityDrawing(); + 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()); + g_gfx->SetTexture(0, m_efb_depth_texture.get()); + g_gfx->SetSamplerState(0, RenderState::GetPointSamplerState()); + g_gfx->SetViewportAndScissor(clamped_region); + g_gfx->Draw(0, 3); m_efb_depth_resolve_texture->FinishedRendering(); - g_renderer->EndUtilityDrawing(); + g_gfx->EndUtilityDrawing(); return m_efb_depth_resolve_texture.get(); } @@ -322,17 +323,17 @@ bool FramebufferManager::ReinterpretPixelData(EFBReinterpretType convtype) // 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_renderer->BeginUtilityDrawing(); - g_renderer->SetFramebuffer(m_efb_convert_framebuffer.get()); - g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); - g_renderer->SetPipeline(m_format_conversion_pipelines[static_cast<u32>(convtype)].get()); - g_renderer->SetTexture(0, m_efb_color_texture.get()); - g_renderer->Draw(0, 3); + g_gfx->BeginUtilityDrawing(); + 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()); + g_gfx->SetTexture(0, m_efb_color_texture.get()); + g_gfx->Draw(0, 3); // And swap the framebuffers around, so we do new drawing to the converted framebuffer. std::swap(m_efb_color_texture, m_efb_convert_color_texture); std::swap(m_efb_framebuffer, m_efb_convert_framebuffer); - g_renderer->EndUtilityDrawing(); + g_gfx->EndUtilityDrawing(); InvalidatePeekCache(true); return true; } @@ -342,7 +343,7 @@ bool FramebufferManager::CompileConversionPipelines() for (u32 i = 0; i < NUM_EFB_REINTERPRET_TYPES; i++) { EFBReinterpretType convtype = static_cast<EFBReinterpretType>(i); - std::unique_ptr<AbstractShader> pixel_shader = g_renderer->CreateShaderFromSource( + std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateFormatConversionShader(convtype, GetEFBSamples()), fmt::format("Framebuffer conversion pixel shader {}", convtype)); @@ -358,7 +359,7 @@ bool FramebufferManager::CompileConversionPipelines() config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = GetEFBFramebufferState(); config.usage = AbstractPipelineUsage::Utility; - m_format_conversion_pipelines[i] = g_renderer->CreatePipeline(config); + m_format_conversion_pipelines[i] = g_gfx->CreatePipeline(config); if (!m_format_conversion_pipelines[i]) return false; } @@ -493,7 +494,7 @@ void FramebufferManager::RefreshPeekCache() if (flush_command_buffer) { - g_renderer->Flush(); + g_gfx->Flush(); } } @@ -562,33 +563,33 @@ bool FramebufferManager::CompileReadbackPipelines() config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = RenderState::GetColorFramebufferState(GetEFBColorFormat()); config.usage = AbstractPipelineUsage::Utility; - m_efb_color_cache.copy_pipeline = g_renderer->CreatePipeline(config); + m_efb_color_cache.copy_pipeline = g_gfx->CreatePipeline(config); if (!m_efb_color_cache.copy_pipeline) return false; // same for depth, except different format config.framebuffer_state.color_texture_format = GetEFBDepthCopyFormat(); - m_efb_depth_cache.copy_pipeline = g_renderer->CreatePipeline(config); + m_efb_depth_cache.copy_pipeline = g_gfx->CreatePipeline(config); if (!m_efb_depth_cache.copy_pipeline) return false; if (IsEFBMultisampled()) { - auto depth_resolve_shader = g_renderer->CreateShaderFromSource( + auto depth_resolve_shader = g_gfx->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples()), "Depth resolve pixel shader"); if (!depth_resolve_shader) return false; config.pixel_shader = depth_resolve_shader.get(); - m_efb_depth_resolve_pipeline = g_renderer->CreatePipeline(config); + m_efb_depth_resolve_pipeline = g_gfx->CreatePipeline(config); if (!m_efb_depth_resolve_pipeline) return false; if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve) { config.framebuffer_state.color_texture_format = GetEFBColorFormat(); - auto color_resolve_shader = g_renderer->CreateShaderFromSource( + auto color_resolve_shader = g_gfx->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveColorPixelShader(GetEFBSamples()), "Color resolve pixel shader"); @@ -596,14 +597,14 @@ bool FramebufferManager::CompileReadbackPipelines() return false; config.pixel_shader = color_resolve_shader.get(); - m_efb_color_resolve_pipeline = g_renderer->CreatePipeline(config); + m_efb_color_resolve_pipeline = g_gfx->CreatePipeline(config); if (!m_efb_color_resolve_pipeline) return false; } } // EFB restore pipeline - auto restore_shader = g_renderer->CreateShaderFromSource( + auto restore_shader = g_gfx->CreateShaderFromSource( ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader(), "EFB restore pixel shader"); if (!restore_shader) @@ -614,7 +615,7 @@ bool FramebufferManager::CompileReadbackPipelines() config.framebuffer_state.per_sample_shading = false; config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader(); config.pixel_shader = restore_shader.get(); - m_efb_restore_pipeline = g_renderer->CreatePipeline(config); + m_efb_restore_pipeline = g_gfx->CreatePipeline(config); if (!m_efb_restore_pipeline) return false; @@ -635,12 +636,12 @@ bool FramebufferManager::CreateReadbackFramebuffer() const TextureConfig color_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH, IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget); - m_efb_color_cache.texture = g_renderer->CreateTexture(color_config, "EFB color cache"); + m_efb_color_cache.texture = g_gfx->CreateTexture(color_config, "EFB color cache"); if (!m_efb_color_cache.texture) return false; m_efb_color_cache.framebuffer = - g_renderer->CreateFramebuffer(m_efb_color_cache.texture.get(), nullptr); + g_gfx->CreateFramebuffer(m_efb_color_cache.texture.get(), nullptr); if (!m_efb_color_cache.framebuffer) return false; } @@ -657,21 +658,21 @@ bool FramebufferManager::CreateReadbackFramebuffer() IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1, 1, 1, GetEFBDepthCopyFormat(), AbstractTextureFlag_RenderTarget); - m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config, "EFB depth cache"); + m_efb_depth_cache.texture = g_gfx->CreateTexture(depth_config, "EFB depth cache"); if (!m_efb_depth_cache.texture) return false; m_efb_depth_cache.framebuffer = - g_renderer->CreateFramebuffer(m_efb_depth_cache.texture.get(), nullptr); + g_gfx->CreateFramebuffer(m_efb_depth_cache.texture.get(), nullptr); if (!m_efb_depth_cache.framebuffer) return false; } // Staging texture use the full EFB dimensions, as this is the buffer for the whole cache. - m_efb_color_cache.readback_texture = g_renderer->CreateStagingTexture( + m_efb_color_cache.readback_texture = g_gfx->CreateStagingTexture( StagingTextureType::Mutable, TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBColorFormat(), 0)); - m_efb_depth_cache.readback_texture = g_renderer->CreateStagingTexture( + m_efb_depth_cache.readback_texture = g_gfx->CreateStagingTexture( StagingTextureType::Mutable, TextureConfig(EFB_WIDTH, EFB_HEIGHT, 1, 1, 1, GetEFBDepthCopyFormat(), 0)); if (!m_efb_color_cache.readback_texture || !m_efb_depth_cache.readback_texture) @@ -737,7 +738,7 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index, bool async // 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_renderer->BeginUtilityDrawing(); + g_gfx->BeginUtilityDrawing(); const float rcp_src_width = 1.0f / m_efb_framebuffer->GetWidth(); const float rcp_src_height = 1.0f / m_efb_framebuffer->GetHeight(); @@ -748,14 +749,13 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index, bool async // Viewport will not be TILE_SIZExTILE_SIZE for the last row of tiles, assuming a tile size of // 64, because 528 is not evenly divisible by 64. - g_renderer->SetAndDiscardFramebuffer(data.framebuffer.get()); - g_renderer->SetViewportAndScissor( - MathUtil::Rectangle<int>(0, 0, rect.GetWidth(), rect.GetHeight())); - g_renderer->SetPipeline(data.copy_pipeline.get()); - g_renderer->SetTexture(0, src_texture); - g_renderer->SetSamplerState(0, depth ? RenderState::GetPointSamplerState() : - RenderState::GetLinearSamplerState()); - g_renderer->Draw(0, 3); + g_gfx->SetAndDiscardFramebuffer(data.framebuffer.get()); + g_gfx->SetViewportAndScissor(MathUtil::Rectangle<int>(0, 0, rect.GetWidth(), rect.GetHeight())); + g_gfx->SetPipeline(data.copy_pipeline.get()); + g_gfx->SetTexture(0, src_texture); + g_gfx->SetSamplerState(0, depth ? RenderState::GetPointSamplerState() : + RenderState::GetLinearSamplerState()); + g_gfx->Draw(0, 3); // Copy from EFB or copy texture to staging texture. // No need to call FinishedRendering() here because CopyFromTexture() transitions. @@ -763,7 +763,7 @@ void FramebufferManager::PopulateEFBCache(bool depth, u32 tile_index, bool async data.texture.get(), MathUtil::Rectangle<int>(0, 0, rect.GetWidth(), rect.GetHeight()), 0, 0, rect); - g_renderer->EndUtilityDrawing(); + g_gfx->EndUtilityDrawing(); } else { @@ -790,7 +790,7 @@ void FramebufferManager::ClearEFB(const MathUtil::Rectangle<int>& rc, bool clear { FlushEFBPokes(); FlagPeekCacheAsOutOfDate(); - g_renderer->BeginUtilityDrawing(); + g_gfx->BeginUtilityDrawing(); // Set up uniforms. struct Uniforms @@ -809,17 +809,17 @@ void FramebufferManager::ClearEFB(const MathUtil::Rectangle<int>& rc, bool clear uniforms.clear_depth = 1.0f - uniforms.clear_depth; g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms)); - const auto target_rc = g_renderer->ConvertFramebufferRectangle( - g_renderer->ConvertEFBRectangle(rc), m_efb_framebuffer.get()); - g_renderer->SetPipeline(m_efb_clear_pipelines[clear_color][clear_alpha][clear_z].get()); - g_renderer->SetViewportAndScissor(target_rc); - g_renderer->Draw(0, 3); - g_renderer->EndUtilityDrawing(); + const auto target_rc = g_gfx->ConvertFramebufferRectangle(g_renderer->ConvertEFBRectangle(rc), + m_efb_framebuffer.get()); + g_gfx->SetPipeline(m_efb_clear_pipelines[clear_color][clear_alpha][clear_z].get()); + g_gfx->SetViewportAndScissor(target_rc); + g_gfx->Draw(0, 3); + g_gfx->EndUtilityDrawing(); } bool FramebufferManager::CompileClearPipelines() { - auto vertex_shader = g_renderer->CreateShaderFromSource( + auto vertex_shader = g_gfx->CreateShaderFromSource( ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader(), "Clear vertex shader"); if (!vertex_shader) @@ -848,7 +848,7 @@ bool FramebufferManager::CompileClearPipelines() config.depth_state.updateenable = depth_enable != 0; m_efb_clear_pipelines[color_enable][alpha_enable][depth_enable] = - g_renderer->CreatePipeline(config); + g_gfx->CreatePipeline(config); if (!m_efb_clear_pipelines[color_enable][alpha_enable][depth_enable]) return false; } @@ -957,17 +957,17 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, u32 ver const AbstractPipeline* pipeline) { // Copy to vertex buffer. - g_renderer->BeginUtilityDrawing(); + g_gfx->BeginUtilityDrawing(); u32 base_vertex, base_index; g_vertex_manager->UploadUtilityVertices(vertices, sizeof(EFBPokeVertex), static_cast<u32>(vertex_count), nullptr, 0, &base_vertex, &base_index); // Now we can draw. - g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); - g_renderer->SetPipeline(pipeline); - g_renderer->Draw(base_vertex, vertex_count); - g_renderer->EndUtilityDrawing(); + g_gfx->SetViewportAndScissor(m_efb_framebuffer->GetRect()); + g_gfx->SetPipeline(pipeline); + g_gfx->Draw(base_vertex, vertex_count); + g_gfx->EndUtilityDrawing(); } bool FramebufferManager::CompilePokePipelines() @@ -985,11 +985,11 @@ bool FramebufferManager::CompilePokePipelines() vtx_decl.colors[0].offset = offsetof(EFBPokeVertex, color); vtx_decl.stride = sizeof(EFBPokeVertex); - m_poke_vertex_format = g_renderer->CreateNativeVertexFormat(vtx_decl); + m_poke_vertex_format = g_gfx->CreateNativeVertexFormat(vtx_decl); if (!m_poke_vertex_format) return false; - auto poke_vertex_shader = g_renderer->CreateShaderFromSource( + auto poke_vertex_shader = g_gfx->CreateShaderFromSource( ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader(), "EFB poke vertex shader"); if (!poke_vertex_shader) @@ -1007,14 +1007,14 @@ bool FramebufferManager::CompilePokePipelines() config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = GetEFBFramebufferState(); config.usage = AbstractPipelineUsage::Utility; - m_color_poke_pipeline = g_renderer->CreatePipeline(config); + m_color_poke_pipeline = g_gfx->CreatePipeline(config); if (!m_color_poke_pipeline) return false; // Turn off color writes, depth writes on for depth pokes. config.depth_state = RenderState::GetAlwaysWriteDepthState(); config.blending_state = RenderState::GetNoColorWriteBlendState(); - m_depth_poke_pipeline = g_renderer->CreatePipeline(config); + m_depth_poke_pipeline = g_gfx->CreatePipeline(config); if (!m_depth_poke_pipeline) return false; @@ -1077,9 +1077,9 @@ void FramebufferManager::DoLoadState(PointerWrap& p) color_tex->texture->GetLayers() != m_efb_color_texture->GetLayers()) { WARN_LOG_FMT(VIDEO, "Failed to deserialize EFB contents. Clearing instead."); - g_renderer->SetAndClearFramebuffer( - m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, - g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f); + g_gfx->SetAndClearFramebuffer(m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}}, + g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : + 0.0f); return; } @@ -1089,15 +1089,15 @@ void FramebufferManager::DoLoadState(PointerWrap& p) color_tex->texture->GetHeight() != m_efb_color_texture->GetHeight(); // Draw the deserialized textures over the EFB. - g_renderer->BeginUtilityDrawing(); - g_renderer->SetAndDiscardFramebuffer(m_efb_framebuffer.get()); - g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect()); - g_renderer->SetPipeline(m_efb_restore_pipeline.get()); - g_renderer->SetTexture(0, color_tex->texture.get()); - g_renderer->SetTexture(1, depth_tex->texture.get()); - g_renderer->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() : - RenderState::GetPointSamplerState()); - g_renderer->SetSamplerState(1, RenderState::GetPointSamplerState()); - g_renderer->Draw(0, 3); - g_renderer->EndUtilityDrawing(); + g_gfx->BeginUtilityDrawing(); + g_gfx->SetAndDiscardFramebuffer(m_efb_framebuffer.get()); + g_gfx->SetViewportAndScissor(m_efb_framebuffer->GetRect()); + g_gfx->SetPipeline(m_efb_restore_pipeline.get()); + g_gfx->SetTexture(0, color_tex->texture.get()); + g_gfx->SetTexture(1, depth_tex->texture.get()); + g_gfx->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() : + RenderState::GetPointSamplerState()); + g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState()); + g_gfx->Draw(0, 3); + g_gfx->EndUtilityDrawing(); } |
