Minor refactor with pipelines in QueueRunner (makes more information available for easier debugging)

This commit is contained in:
Henrik Rydgård 2022-09-03 22:04:01 +02:00
parent 6b1e4806cf
commit d3309dd8e9
5 changed files with 43 additions and 37 deletions

View file

@ -808,7 +808,8 @@ void FramebufferManagerCommon::CopyToColorFromOverlappingFramebuffers(VirtualFra
}
if (dst != currentRenderVfb_ && tookActions) {
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After FakeReinterpret");
// Will probably just change the name of the current renderpass, since one was started by the reinterpret itself.
draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "After Reinterpret");
}
shaderManager_->DirtyLastShader();
@ -2791,7 +2792,7 @@ void FramebufferManagerCommon::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
draw_->InvalidateCachedState();
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
// The input is raw pixel coordinates, scale not taken into account.