mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Store render target texture in GSDevice11
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07989a0a17
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@ -1286,9 +1286,10 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
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if(rt) rtv = *(GSTexture11*)rt;
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if(ds) dsv = *(GSTexture11*)ds;
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if(m_state.rtv != rtv || m_state.dsv != dsv)
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if(m_state.rt_view != rtv || m_state.dsv != dsv)
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{
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m_state.rtv = rtv;
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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.dsv = dsv;
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m_ctx->OMSetRenderTargets(1, &rtv, dsv);
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@ -1326,7 +1327,8 @@ void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11U
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{
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m_ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, count, uav, counters);
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m_state.rtv = NULL;
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m_state.rt_view = NULL;
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m_state.rt_texture = NULL;
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m_state.dsv = NULL;
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if(m_state.viewport != rtsize)
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@ -79,7 +79,8 @@ class GSDevice11 : public GSDeviceDX
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uint8 sref;
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ID3D11BlendState* bs;
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float bf;
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ID3D11RenderTargetView* rtv;
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ID3D11RenderTargetView* rt_view;
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GSTexture11* rt_texture;
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ID3D11DepthStencilView* dsv;
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} m_state;
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