diff --git a/pcsx2/GS/Renderers/DX12/GSDevice12.cpp b/pcsx2/GS/Renderers/DX12/GSDevice12.cpp index a83576be01..e7f6989880 100644 --- a/pcsx2/GS/Renderers/DX12/GSDevice12.cpp +++ b/pcsx2/GS/Renderers/DX12/GSDevice12.cpp @@ -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(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)