diff --git a/Source/Core/VideoBackends/D3D/D3DState.cpp b/Source/Core/VideoBackends/D3D/D3DState.cpp index 33310c9957..d4d98e35b8 100644 --- a/Source/Core/VideoBackends/D3D/D3DState.cpp +++ b/Source/Core/VideoBackends/D3D/D3DState.cpp @@ -199,6 +199,33 @@ void StateManager::Apply() m_dirtyFlags = 0; } +u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv) +{ + u32 mask = 0; + + for (u32 index = 0; index < 8; ++index) + { + if (m_current.textures[index] == srv) + { + SetTexture(index, nullptr); + mask |= 1 << index; + } + } + + return mask; +} + +void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv) +{ + while (textureSlotMask) + { + unsigned long index; + _BitScanForward(&index, textureSlotMask); + SetTexture(index, srv); + textureSlotMask &= ~(1 << index); + } +} + } // namespace D3D ID3D11SamplerState* StateCache::Get(SamplerState state) diff --git a/Source/Core/VideoBackends/D3D/D3DState.h b/Source/Core/VideoBackends/D3D/D3DState.h index 176da98e8b..2910eb9358 100644 --- a/Source/Core/VideoBackends/D3D/D3DState.h +++ b/Source/Core/VideoBackends/D3D/D3DState.h @@ -218,6 +218,10 @@ public: m_pending.geometryShader = shader; } + // removes currently set texture from all slots, returns mask of previously bound slots + u32 UnsetTexture(ID3D11ShaderResourceView* srv); + void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv); + // call this immediately before any drawing operation or to explicitly apply pending resource state changes void Apply(); diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index bef632e4fd..b251a30682 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -157,6 +157,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo else D3D::SetPointCopySampler(); + // if texture is currently in use, it needs to be temporarily unset + u32 textureSlotMask = D3D::stateman->UnsetTexture(texture->GetSRV()); + D3D::stateman->Apply(); + D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); // Create texture copy @@ -170,6 +174,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); + + // Restore old texture in all previously used slots, if any + D3D::stateman->SetTextureByMask(textureSlotMask, texture->GetSRV()); } if (!g_ActiveConfig.bCopyEFBToTexture)