D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled)
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1 changed files with 2 additions and 1 deletions
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@ -399,10 +399,11 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
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shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
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shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout());
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ID3D11ShaderResourceView *nullTexture = nullptr;
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framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF);
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
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context_->PSSetShaderResources(3, 1, &clutTexture);
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context_->PSSetSamplers(3, 1, &stockD3D11.samplerPoint2DWrap);
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framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF);
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
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shaderApply.Shade();
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