GS/DX12: Replace the in render pass member check with function check.

Consitency.
This commit is contained in:
lightningterror
2026-04-15 13:08:12 +02:00
parent bf5be8ed4f
commit 87319a2d2f
+3 -3
View File
@@ -3363,7 +3363,7 @@ void GSDevice12::ExecuteCommandListAndRestartRenderPass(bool wait_for_completion
{
Console.Warning("D3D12: Executing command buffer due to '%s'", reason);
const bool was_in_render_pass = m_in_render_pass;
const bool was_in_render_pass = InRenderPass();
EndRenderPass();
ExecuteCommandList(GetWaitType(wait_for_completion, GSConfig.HWSpinCPUForReadbacks));
InvalidateCachedState();
@@ -4278,7 +4278,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
(draw_ds && static_cast<GSTexture12*>(draw_ds)->GetSRVDescriptor() == m_tfx_textures[0])))
PSSetShaderResource(0, nullptr, false);
if (m_in_render_pass && (m_current_render_target == draw_rt || m_current_depth_target == draw_ds))
if (InRenderPass() && (m_current_render_target == draw_rt || m_current_depth_target == draw_ds))
{
// avoid restarting the render pass just to switch from rt+depth to rt and vice versa
// keep the depth even if doing colclip hw draws, because the next draw will probably re-enable depth
@@ -4338,7 +4338,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
}
// Begin render pass if new target or out of the area.
if (!m_in_render_pass)
if (!InRenderPass())
{
GSVector4 clear_color = draw_rt ? draw_rt->GetUNormClearColor() : GSVector4::zero();
if (pipe.ps.colclip_hw)