dolphin/Source/Core/VideoBackends
Robin Kertels a07ee729e5
VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer
BindFramebuffer depends on the pipeline which might not be set yet.
That's why the framebuffer dirty flag exists in the first place.
I assume BindFramebuffer was called directly here, in order to handle
the texture state transitions necessary for DiscardResource.
The state is tracked anyway, so we can just issue those transitions there
too and defer binding the actual framebuffer.

Fixes an issue in Zelda Twilight Princess with EFB depth peeks.
Dolphin would bind a frame buffer which doesn't have an integer format
descriptor for the color target before binding the new pipeline.
So it would accidentally use the 0 descriptor.

Debug layer error:
D3D12 ERROR: ID3D12CommandList::OMSetRenderTargets:
Specified CPU descriptor handle ptr=0x0000000000000000 does not refer to
a location in a descriptor heap. pRenderTargetDescriptors[0] is the issue.
[ EXECUTION ERROR #646: INVALID_DESCRIPTOR_HANDLE]
2022-10-29 23:41:32 +02:00
..
D3D VideoCommon: Add dynamic vertex loader to ubershaders 2022-09-19 16:28:23 -05:00
D3D12 VideoBackends:D3D12: Defer binding framebuffer in SetAndDiscardFramebuffer 2022-10-29 23:41:32 +02:00
D3DCommon D3DCommon: Remove unused swap chain functions 2022-08-17 18:16:50 -07:00
Metal Merge pull request #11028 from tellowkrinkle/MetalFixes 2022-10-24 15:22:37 -04:00
Null VideoCommon: Add dynamic vertex loader to ubershaders 2022-09-19 16:28:23 -05:00
OGL VideoBackends:OGL: Add support for vertex shader point and line expansion 2022-10-22 20:13:24 -05:00
Software Software: Fix mipmaps and uneven strides in SWTexture 2022-09-26 19:43:57 -07:00
Vulkan Merge pull request #10977 from tellowkrinkle/FixBackendMultithreading 2022-10-25 04:14:01 -04:00
CMakeLists.txt VideoBackends: Add Metal renderer 2022-07-21 20:44:19 -05:00