GPU/HW: Use texture instead of RTs for rewind/runahead w/o MSAA
This commit is contained in:
parent
76f6eafdbc
commit
98b1a703f3
|
@ -340,11 +340,13 @@ bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
|
|||
{
|
||||
delete tex;
|
||||
|
||||
tex =
|
||||
g_gpu_device
|
||||
->FetchTexture(m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1, 1, m_vram_texture->GetSamples(),
|
||||
GPUTexture::Type::RenderTarget, GPUTexture::Format::RGBA8, nullptr, 0)
|
||||
.release();
|
||||
// We copy to/from the save state texture, but we can't have multisampled non-RTs.
|
||||
tex = g_gpu_device
|
||||
->FetchTexture(
|
||||
m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1, 1, m_vram_texture->GetSamples(),
|
||||
m_vram_texture->IsMultisampled() ? GPUTexture::Type::RenderTarget : GPUTexture::Type::Texture,
|
||||
GPUTexture::Format::RGBA8, nullptr, 0)
|
||||
.release();
|
||||
*host_texture = tex;
|
||||
if (!tex)
|
||||
return false;
|
||||
|
|
Loading…
Reference in New Issue