mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-10-11 22:49:56 +00:00
GS/DX12: Replace the in render pass member check with function check.
Consitency.
This commit is contained in:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user