GPUDevice: Fix instances of RWTexture not clearing
This commit is contained in:
parent
1b9b4699d9
commit
30c5ebae72
|
@ -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());
|
||||
|
|
|
@ -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++)
|
||||
{
|
||||
|
|
|
@ -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++)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue