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GS/DX12: Use cmdlist parameter for read depth transitions
This commit is contained in:
committed by
lightningterror
parent
f971040912
commit
38883e8df4
@@ -738,7 +738,7 @@ void GSTexture12::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RE
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{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
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{{m_resource.get(), 1, m_resource_state, D3D12_RESOURCE_STATE_DEPTH_WRITE}}},
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};
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GSDevice12::GetInstance()->GetCommandList()->ResourceBarrier(m_resource_state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
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cmdlist->ResourceBarrier(m_resource_state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
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}
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else if (m_resource_state == (D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
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{
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@@ -749,7 +749,7 @@ void GSTexture12::TransitionToState(ID3D12GraphicsCommandList* cmdlist, D3D12_RE
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{D3D12_RESOURCE_BARRIER_TYPE_TRANSITION, D3D12_RESOURCE_BARRIER_FLAG_NONE,
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{{m_resource.get(), 1, D3D12_RESOURCE_STATE_DEPTH_WRITE, state}}},
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};
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GSDevice12::GetInstance()->GetCommandList()->ResourceBarrier(state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
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cmdlist->ResourceBarrier(state == D3D12_RESOURCE_STATE_DEPTH_WRITE ? 1 : 2, barriers);
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}
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else
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{
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