GS/DX12: Ensure utility root signature is set before constants

Fixes a validation error when using shade boost.
This commit is contained in:
Connor McLaughlin authored and refractionpcsx2 committed 2022-12-12 09:31:11 +00:00
1 parent 066cf42338
commit a1fb735fde
1 file changed
+2
+2
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@@ -770,6 +770,7 @@ void GSDevice12::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
const GSVector4i dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
EndRenderPass();
OMSetRenderTargets(dTex, nullptr, dRect);
SetUtilityRootSignature();
SetUtilityTexture(sTex, m_point_sampler_cpu);
BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS);
@@ -787,6 +788,7 @@ void GSDevice12::DoFXAA(GSTexture* sTex, GSTexture* dTex)
const GSVector4i dRect(0, 0, dTex->GetWidth(), dTex->GetHeight());
EndRenderPass();
OMSetRenderTargets(dTex, nullptr, dRect);
SetUtilityRootSignature();
SetUtilityTexture(sTex, m_linear_sampler_cpu);
BeginRenderPass(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE,
D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS);