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VideoBackends: Restore the framebuffer as part of the API state
It's not often we switch out to draw to the EFB anyway.
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parent
ed03304ce7
commit
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10 changed files with 7 additions and 23 deletions
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@ -450,7 +450,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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VertexShaderCache::GetSimpleInputLayout());
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// Restore expected game state.
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FramebufferManager::BindEFBRenderTarget();
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RestoreAPIState();
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// Copy the pixel from the renderable to cpu-readable buffer.
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@ -525,7 +524,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget(false);
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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@ -536,7 +534,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget();
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}
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D3D::DrawEFBPokeQuads(type, points, num_points);
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@ -627,10 +624,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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RestoreAPIState();
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FramebufferManager::SwapReinterpretTexture();
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FramebufferManager::BindEFBRenderTarget();
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RestoreAPIState();
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}
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void Renderer::SetBlendingState(const BlendingState& state)
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@ -707,7 +702,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// begin next frame
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RestoreAPIState();
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FramebufferManager::BindEFBRenderTarget();
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}
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void Renderer::CheckForSurfaceChange()
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@ -769,6 +763,7 @@ void Renderer::ResetAPIState()
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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FramebufferManager::BindEFBRenderTarget();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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