GPUDevice: Fix instances of RWTexture not clearing

This commit is contained in:
Stenzek 2024-08-03 02:05:21 +10:00
parent 1b9b4699d9
commit 30c5ebae72
No known key found for this signature in database
3 changed files with 6 additions and 6 deletions

View File

@ -126,7 +126,7 @@ void D3D11Texture::CommitClear(ID3D11DeviceContext1* context)
else
context->ClearDepthStencilView(GetD3DDSV(), D3D11_CLEAR_DEPTH, GetClearDepth(), 0);
}
else if (IsRenderTarget())
else if (IsRenderTarget() || IsRWTexture())
{
if (m_state == GPUTexture::State::Invalidated)
context->DiscardView(GetD3DRTV());

View File

@ -1417,7 +1417,7 @@ void D3D12Device::ClearDepth(GPUTexture* t, float d)
void D3D12Device::InvalidateRenderTarget(GPUTexture* t)
{
GPUDevice::InvalidateRenderTarget(t);
if (InRenderPass() && (t->IsRenderTarget() ? IsRenderTargetBound(t) : (m_current_depth_target == t)))
if (InRenderPass() && (t->IsDepthStencil() ? (m_current_depth_target == t) : IsRenderTargetBound(t)))
EndRenderPass();
}
@ -2077,7 +2077,7 @@ void D3D12Device::UnbindTexture(D3D12Texture* tex)
}
}
if (tex->IsRenderTarget())
if (tex->IsRenderTarget() || tex->IsRWTexture())
{
for (u32 i = 0; i < m_num_current_render_targets; i++)
{

View File

@ -2823,10 +2823,10 @@ void VulkanDevice::ClearDepth(GPUTexture* t, float d)
void VulkanDevice::InvalidateRenderTarget(GPUTexture* t)
{
GPUDevice::InvalidateRenderTarget(t);
if (InRenderPass() && (t->IsRenderTarget() ? (IsRenderTargetBoundIndex(t) >= 0) : (m_current_depth_target == t)))
if (InRenderPass() && (t->IsDepthStencil() ? (m_current_depth_target == t) : (IsRenderTargetBoundIndex(t) >= 0)))
{
// Invalidate includes leaving whatever's in the current buffer.
GL_INS_FMT("Invalidating current {}", t->IsRenderTarget() ? "RT" : "DS");
GL_INS_FMT("Invalidating current {}", t->IsDepthStencil() ? "DS" : "RT");
t->SetState(GPUTexture::State::Dirty);
}
}
@ -3760,7 +3760,7 @@ void VulkanDevice::UnbindTexture(VulkanTexture* tex)
}
}
if (tex->IsRenderTarget())
if (tex->IsRenderTarget() || tex->IsDepthStencil())
{
for (u32 i = 0; i < m_num_current_render_targets; i++)
{