GS/DX12: Ensure utility root signature is set before constants

Fixes a validation error when using shade boost.
This commit is contained in:
Connor McLaughlin 2022-12-12 13:11:13 +10:00 committed by refractionpcsx2
parent 066cf42338
commit a1fb735fde
1 changed files with 2 additions and 0 deletions

View File

@ -770,6 +770,7 @@ void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
const GSVector4i dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
EndRenderPass();
OMSetRenderTargets(dTex, nullptr, dRect);
SetUtilityRootSignature();
SetUtilityTexture(sTex, m_point_sampler_cpu);
BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS);
@ -787,6 +788,7 @@ void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
const GSVector4i dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
EndRenderPass();
OMSetRenderTargets(dTex, nullptr, dRect);
SetUtilityRootSignature();
SetUtilityTexture(sTex, m_linear_sampler_cpu);
BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS);