mirror of https://github.com/PCSX2/pcsx2.git
GS/DX12: Discard instead of clear for PrimID setup fill
We're writing the render area anyway.
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@ -1189,7 +1189,7 @@ bool GSDevice12::CompileConvertPipelines()
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gpb.SetPixelShader(ps.get());
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gpb.SetNoDepthTestState();
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gpb.SetNoStencilState();
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gpb.SetBlendState(0, true, D3D12_BLEND_ONE, D3D12_BLEND_ONE, D3D12_BLEND_OP_MIN,
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gpb.SetBlendState(0, false, D3D12_BLEND_ONE, D3D12_BLEND_ONE, D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, D3D12_COLOR_WRITE_ENABLE_RED);
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for (u32 ds = 0; ds < 2; ds++)
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@ -2378,11 +2378,11 @@ GSTexture12* GSDevice12::SetupPrimitiveTrackingDATE(GSHWDrawConfig& config, Pipe
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// if the depth target has been cleared, we need to preserve that clear
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BeginRenderPass(
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
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GetLoadOpForTexture(static_cast<GSTexture12*>(config.ds)),
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config.ds ? D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE : D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS,
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D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS,
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GSVector4(static_cast<float>(std::numeric_limits<s32>::max()), 0.0f, 0.0f, 0.0f),
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GSVector4::zero(),
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static_cast<GSTexture12*>(config.ds)->GetClearDepth());
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// draw the quad to prefill the image
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