D3DUtil: Use a geometry shader to clear all slices.

This commit is contained in:
Jules Blok
2014-11-23 02:13:25 +01:00
parent 799697ad80
commit 3355d8086d
5 changed files with 56 additions and 6 deletions

View File

@ -547,7 +547,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// Color is passed in bgra mode so we need to convert it to rgba
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF));
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();