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D3D12: Use helper method for binding EFB render targets
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@ -280,7 +280,7 @@ Renderer::Renderer(void*& window_handle)
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D3D::current_command_list->RSSetViewports(1, &vp);
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// Already transitioned to appropriate states a few lines up for the clears.
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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FramebufferManager::RestoreEFBRenderTargets();
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D3D::BeginFrame();
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}
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@ -589,7 +589,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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FramebufferManager::RestoreEFBRenderTargets();
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}
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void Renderer::SetBlendMode(bool force_update)
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@ -1000,7 +1000,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
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FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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FramebufferManager::RestoreEFBRenderTargets();
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SetViewport();
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}
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