mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Cache rt depth stencil on m_state
Cache the depth stencil in addition to color rt. This will allow us to check for depth stencil equality on slot 4.
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@ -1309,8 +1309,9 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
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if(m_state.rt_view != rtv || m_state.dsv != dsv)
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{
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m_state.rt_view = rtv;
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m_state.rt_texture = (GSTexture11*)rt;
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m_state.rt_texture = static_cast<GSTexture11*>(rt);
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m_state.dsv = dsv;
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m_state.rt_ds = static_cast<GSTexture11*>(ds);
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m_ctx->OMSetRenderTargets(1, &rtv, dsv);
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}
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@ -1349,6 +1350,7 @@ void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11U
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m_state.rt_view = NULL;
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m_state.rt_texture = NULL;
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m_state.rt_ds = NULL;
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m_state.dsv = NULL;
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if(m_state.viewport != rtsize)
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@ -81,6 +81,7 @@ class GSDevice11 : public GSDeviceDX
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float bf;
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ID3D11RenderTargetView* rt_view;
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GSTexture11* rt_texture;
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GSTexture11* rt_ds;
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ID3D11DepthStencilView* dsv;
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} m_state;
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