d3d12: Do not invalidate surface texture if they are not set.

Fix hang with depth read texture and color buffer enabled.
This commit is contained in:
Vincent Lejeune 2015-08-16 00:34:26 +02:00 committed by Nekotekina
parent 63a54dd70d
commit 06532e3263
1 changed files with 4 additions and 4 deletions

View File

@ -1231,10 +1231,10 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
break; break;
} }
invalidateTexture(GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000)); if (m_context_dma_color_a) invalidateTexture(GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000));
invalidateTexture(GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000)); if (m_context_dma_color_b) invalidateTexture(GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000));
invalidateTexture(GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000)); if (m_context_dma_color_c) invalidateTexture(GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000));
invalidateTexture(GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000)); if (m_context_dma_color_d) invalidateTexture(GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000));
} }
if (needTransfer) if (needTransfer)
{ {