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Force depth stencil textures to be transient.
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parent
9930b1a154
commit
52c5822977
1 changed files with 10 additions and 4 deletions
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@ -3114,8 +3114,9 @@ static void ProcExecutePendingStretchRectCommands(const RenderCommand& cmd)
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for (const auto surface : g_pendingSurfaceCopies)
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{
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bool isDepthStencil = (surface->format == RenderFormat::D32_FLOAT);
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foundAny |= PopulateBarriersForStretchRect(isDepthStencil ? nullptr : surface, isDepthStencil ? surface : nullptr);
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// Depth stencil textures in this game are guaranteed to be transient.
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if (surface->format != RenderFormat::D32_FLOAT)
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foundAny |= PopulateBarriersForStretchRect(surface, nullptr);
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}
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if (foundAny)
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@ -3124,8 +3125,13 @@ static void ProcExecutePendingStretchRectCommands(const RenderCommand& cmd)
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for (const auto surface : g_pendingSurfaceCopies)
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{
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bool isDepthStencil = (surface->format == RenderFormat::D32_FLOAT);
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ExecutePendingStretchRectCommands(isDepthStencil ? nullptr : surface, isDepthStencil ? surface : nullptr);
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if (surface->format != RenderFormat::D32_FLOAT)
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ExecutePendingStretchRectCommands(surface, nullptr);
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for (const auto texture : surface->destinationTextures)
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texture->sourceSurface = nullptr;
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surface->destinationTextures.clear();
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}
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}
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