[D3D12] Translate shaders before updating render targets so color mask is valid
This commit is contained in:
@@ -909,6 +909,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
||||
// Need a pixel shader in normal color mode.
|
||||
return false;
|
||||
}
|
||||
// Translate shaders now because to get the color mask, which is needed by the
|
||||
// render target cache.
|
||||
if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader, pixel_shader)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
uint32_t color_mask = GetCurrentColorMask(pixel_shader);
|
||||
if (!color_mask && !(regs[XE_GPU_REG_RB_DEPTHCONTROL].u32 & (0x1 | 0x4))) {
|
||||
|
||||
Reference in New Issue
Block a user