[D3D12] Add d3d12_readback_resolve gflag

This commit is contained in:
Triang3l
2019-08-01 08:55:47 +03:00
parent 68b2ddee86
commit 90c9c24ca5
5 changed files with 79 additions and 15 deletions

View File

@@ -269,7 +269,8 @@ class RenderTargetCache {
// register values, and also clears the EDRAM buffer if needed. Must be in a
// frame for calling.
bool Resolve(SharedMemory* shared_memory, TextureCache* texture_cache,
Memory* memory);
Memory* memory, uint32_t& written_address_out,
uint32_t& written_length_out);
// Flushes the render targets to EDRAM and unbinds them, for instance, when
// the command processor takes over framebuffer bindings to draw something
// special.
@@ -481,7 +482,8 @@ class RenderTargetCache {
bool ResolveCopy(SharedMemory* shared_memory, TextureCache* texture_cache,
uint32_t edram_base, uint32_t surface_pitch,
MsaaSamples msaa_samples, bool is_depth, uint32_t src_format,
const D3D12_RECT& rect);
const D3D12_RECT& rect, uint32_t& written_address_out,
uint32_t& written_length_out);
// Performs the clearing part of a resolve.
bool ResolveClear(uint32_t edram_base, uint32_t surface_pitch,
MsaaSamples msaa_samples, bool is_depth, uint32_t format,