Minor refactor with pipelines in QueueRunner (makes more information available for easier debugging)
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6b1e4806cf
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d3309dd8e9
5 changed files with 43 additions and 37 deletions
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@ -808,7 +808,8 @@ void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFra
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}
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if (dst != currentRenderVfb_ && tookActions) {
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After FakeReinterpret");
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// Will probably just change the name of the current renderpass, since one was started by the reinterpret itself.
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draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After Reinterpret");
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}
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shaderManager_->DirtyLastShader();
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@ -2791,7 +2792,7 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
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draw_->InvalidateCachedState();
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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// The input is raw pixel coordinates, scale not taken into account.
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