D3D12: Refactoring and cleanups

Moves render target restoring to RestoreAPIState, this also means no need
to manually restore after allocating in a buffer that caused execution,
because the manager restores it for us.

Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors
in EFB poke drawing.
This commit is contained in:
Stenzek
2016-03-05 22:38:14 +10:00
parent 7ec1fce741
commit acfa93372e
9 changed files with 23 additions and 161 deletions

View File

@ -534,7 +534,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
D3D::DrawClearQuad(rgba_color, 1.0f - (z & 0xFFFFFF) / 16777216.0f, blend_desc, depth_stencil_desc, FramebufferManager::GetEFBColorTexture()->GetMultisampled());
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
g_renderer->SetViewport();
BPFunctions::SetScissor();
FramebufferManager::InvalidateEFBAccessCopies();
}
@ -582,14 +583,13 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
FramebufferManager::GetEFBColorTempTexture()->GetMultisampled()
);
// Restores proper viewport/scissor settings.
g_renderer->RestoreAPIState();
FramebufferManager::SwapReinterpretTexture();
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
FramebufferManager::RestoreEFBRenderTargets();
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE);
// Restores proper viewport/scissor settings.
RestoreAPIState();
}
void Renderer::SetBlendMode(bool force_update)
@ -996,14 +996,12 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
}
// begin next frame
RestoreAPIState();
D3D::BeginFrame();
FramebufferManager::GetEFBColorTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_RENDER_TARGET);
FramebufferManager::GetEFBDepthTexture()->TransitionToResourceState(D3D::current_command_list, D3D12_RESOURCE_STATE_DEPTH_WRITE );
FramebufferManager::RestoreEFBRenderTargets();
SetViewport();
RestoreAPIState();
}
void Renderer::ResetAPIState()
@ -1017,6 +1015,9 @@ void Renderer::RestoreAPIState()
// overwritten elsewhere (particularly the viewport).
SetViewport();
BPFunctions::SetScissor();
FramebufferManager::RestoreEFBRenderTargets();
BBox::Bind();
}
static bool s_previous_use_dst_alpha = false;