d3d: use backend based UpdateViewport instead of VideoCommon one

This commit is contained in:
degasus 2013-10-15 00:05:49 +02:00
parent acc0b3b21c
commit 8e0f91f70e
1 changed files with 3 additions and 3 deletions

View File

@ -1026,10 +1026,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
} }
// begin next frame // begin next frame
Renderer::RestoreAPIState(); RestoreAPIState();
D3D::BeginFrame(); D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
VertexShaderManager::SetViewportChanged(); UpdateViewport();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)); Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
XFBWrited = false; XFBWrited = false;
@ -1049,7 +1049,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState(); D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
VertexShaderManager::SetViewportChanged(); UpdateViewport();
BPFunctions::SetScissor(); BPFunctions::SetScissor();
} }