[D3D12] Fix state of textures bound to both VS and PS

This commit is contained in:
Triang3l
2020-05-16 19:33:22 +03:00
parent fdd97fc831
commit 8341a48210
3 changed files with 32 additions and 30 deletions

View File

@@ -109,8 +109,7 @@ class TextureCache {
// shaders and puts them in the SRV state. This may bind compute pipelines
// (notifying the command processor about that), so this must be called before
// binding the actual drawing pipeline.
void RequestTextures(uint32_t used_vertex_texture_mask,
uint32_t used_pixel_texture_mask);
void RequestTextures(uint32_t used_texture_mask);
// Returns the hash of the current bindings (must be called after
// RequestTextures) for the provided SRV descriptor layout.
@@ -160,6 +159,7 @@ class TextureCache {
uint32_t first_unscaled_4kb_page,
uint32_t unscaled_4kb_page_count);
// Returns a descriptor of the front buffer in PIXEL_SHADER_RESOURCE state.
bool RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
TextureFormat& format_out);