D3D12: Simplify and fix MSAA EFB depth copy path

This commit is contained in:
Stenzek
2016-02-21 16:55:43 +10:00
parent 649b94338e
commit 6bbf836ea9
6 changed files with 21 additions and 52 deletions

View File

@ -599,8 +599,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
u32 slice,
DXGI_FORMAT rt_format,
bool inherit_srv_binding,
bool rt_multisampled,
D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc_override
bool rt_multisampled
)
{
float sw = 1.0f / static_cast<float>(source_width);
@ -663,9 +662,7 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
Renderer::GetResetBlendDesc(), // D3D12_BLEND_DESC BlendState;
UINT_MAX, // UINT SampleMask;
Renderer::GetResetRasterizerDesc(), // D3D12_RASTERIZER_DESC RasterizerState
depth_stencil_desc_override ?
*depth_stencil_desc_override :
Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
Renderer::GetResetDepthStencilDesc(), // D3D12_DEPTH_STENCIL_DESC DepthStencilState
layout12, // D3D12_INPUT_LAYOUT_DESC InputLayout
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF, // D3D12_INDEX_BUFFER_PROPERTIES IndexBufferProperties
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, // D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType