GPU/D3D11: Fix incorrect state being used with depth buffer on

This commit is contained in:
Connor McLaughlin 2021-07-05 21:44:08 +10:00
parent 2f2dc9cf72
commit 2f3512aa33
1 changed files with 3 additions and 3 deletions

View File

@ -1040,7 +1040,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
const VRAMWriteUBOData uniforms =
GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned, set_mask, check_mask);
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());
// 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);
SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(),
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_always_state.Get(),
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));
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++;
return;