VideoBackends: Restore the framebuffer as part of the API state

It's not often we switch out to draw to the EFB anyway.
This commit is contained in:
Stenzek
2018-02-09 21:41:31 +10:00
parent ed03304ce7
commit 887e3830ba
10 changed files with 7 additions and 23 deletions

View File

@ -144,7 +144,6 @@ void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

View File

@ -87,9 +87,7 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
BindEFBRenderTarget();
g_renderer->RestoreAPIState();
return m_efb.resolved_depth_tex;
}
else

View File

@ -131,8 +131,6 @@ void PSTextureEncoder::Encode(u8* dst, const EFBCopyParams& params, u32 native_w
}
}
// Restore API
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

View File

@ -450,7 +450,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
VertexShaderCache::GetSimpleInputLayout());
// Restore expected game state.
FramebufferManager::BindEFBRenderTarget();
RestoreAPIState();
// Copy the pixel from the renderable to cpu-readable buffer.
@ -525,7 +524,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget(false);
}
else // if (type == EFBAccessType::PokeZ)
{
@ -536,7 +534,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);
FramebufferManager::BindEFBRenderTarget();
}
D3D::DrawEFBPokeQuads(type, points, num_points);
@ -627,10 +624,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
FramebufferManager::BindEFBRenderTarget();
RestoreAPIState();
}
void Renderer::SetBlendingState(const BlendingState& state)
@ -707,7 +702,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// begin next frame
RestoreAPIState();
FramebufferManager::BindEFBRenderTarget();
}
void Renderer::CheckForSurfaceChange()
@ -769,6 +763,7 @@ void Renderer::ResetAPIState()
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
FramebufferManager::BindEFBRenderTarget();
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}

View File

@ -160,7 +160,6 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}
@ -275,7 +274,6 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}