GPU/D3D11: Fix incorrect state being used with depth buffer on
This commit is contained in:
parent
2f2dc9cf72
commit
2f3512aa33
|
@ -1040,7 +1040,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
|
||||||
const VRAMWriteUBOData uniforms =
|
const VRAMWriteUBOData uniforms =
|
||||||
GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned, set_mask, check_mask);
|
GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned, set_mask, check_mask);
|
||||||
m_context->OMSetDepthStencilState(
|
m_context->OMSetDepthStencilState(
|
||||||
(check_mask && !m_batch.use_depth_buffer) ? m_depth_test_greater_state.Get() : m_depth_test_always_state.Get(), 0);
|
(check_mask && !m_pgxp_depth_buffer) ? m_depth_test_greater_state.Get() : m_depth_test_always_state.Get(), 0);
|
||||||
m_context->PSSetShaderResources(0, 1, m_texture_stream_buffer_srv_r16ui.GetAddressOf());
|
m_context->PSSetShaderResources(0, 1, m_texture_stream_buffer_srv_r16ui.GetAddressOf());
|
||||||
|
|
||||||
// the viewport should already be set to the full vram, so just adjust the scissor
|
// the viewport should already be set to the full vram, so just adjust the scissor
|
||||||
|
@ -1070,7 +1070,7 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
|
||||||
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
|
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
|
||||||
SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
|
SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
|
||||||
dst_bounds_scaled.GetHeight());
|
dst_bounds_scaled.GetHeight());
|
||||||
m_context->OMSetDepthStencilState((m_GPUSTAT.check_mask_before_draw && !m_batch.use_depth_buffer) ?
|
m_context->OMSetDepthStencilState((m_GPUSTAT.check_mask_before_draw && !m_pgxp_depth_buffer) ?
|
||||||
m_depth_test_greater_state.Get() :
|
m_depth_test_greater_state.Get() :
|
||||||
m_depth_test_always_state.Get(),
|
m_depth_test_always_state.Get(),
|
||||||
0);
|
0);
|
||||||
|
@ -1078,7 +1078,7 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
|
||||||
DrawUtilityShader(m_vram_copy_pixel_shader.Get(), &uniforms, sizeof(uniforms));
|
DrawUtilityShader(m_vram_copy_pixel_shader.Get(), &uniforms, sizeof(uniforms));
|
||||||
RestoreGraphicsAPIState();
|
RestoreGraphicsAPIState();
|
||||||
|
|
||||||
if (m_GPUSTAT.check_mask_before_draw && !m_batch.use_depth_buffer)
|
if (m_GPUSTAT.check_mask_before_draw && !m_pgxp_depth_buffer)
|
||||||
m_current_depth++;
|
m_current_depth++;
|
||||||
|
|
||||||
return;
|
return;
|
||||||
|
|
Loading…
Reference in New Issue