diff --git a/Source/Core/VideoBackends/D3D/D3DState.cpp b/Source/Core/VideoBackends/D3D/D3DState.cpp index 33310c9957..ff4b547e28 100644 --- a/Source/Core/VideoBackends/D3D/D3DState.cpp +++ b/Source/Core/VideoBackends/D3D/D3DState.cpp @@ -199,6 +199,22 @@ 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; +} + } // namespace D3D ID3D11SamplerState* StateCache::Get(SamplerState state) diff --git a/Source/Core/VideoBackends/D3D/D3DState.h b/Source/Core/VideoBackends/D3D/D3DState.h index af2d7f2adb..e53c997908 100644 --- a/Source/Core/VideoBackends/D3D/D3DState.h +++ b/Source/Core/VideoBackends/D3D/D3DState.h @@ -234,6 +234,9 @@ public: } } + // removes currently set texture from all slots, returns mask of previously bound slots + u32 StateManager::UnsetTexture(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 4ed4d6045f..e679398d50 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -156,6 +156,10 @@ 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 @@ -168,6 +172,15 @@ 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 + while (textureSlotMask) + { + unsigned long index; + _BitScanForward(&index, textureSlotMask); + D3D::stateman->SetTexture(index, texture->GetSRV()); + textureSlotMask &= ~(1 << index); + } } if (!g_ActiveConfig.bCopyEFBToTexture)