D3D: Fixed D3D validation error during EFB to texture copy

Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
This commit is contained in:
Yuriy O'Donnell
2014-12-13 00:32:08 +01:00
parent 971a95aece
commit 764aee6995
3 changed files with 32 additions and 0 deletions

View File

@ -199,6 +199,22 @@ void StateManager::Apply()
m_dirtyFlags = 0;
}
u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
{
u32 mask = 0;
for (u32 index = 0; index < 8; ++index)
{
if (m_current.textures[index] == srv)
{
SetTexture(index, nullptr);
mask |= 1 << index;
}
}
return mask;
}
} // namespace D3D
ID3D11SamplerState* StateCache::Get(SamplerState state)