GPU: Fix runahead with MSAA enabled in D3D11/Vulkan
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@ -95,8 +95,6 @@ bool GPU_HW_D3D11::DoState(StateWrapper& sw, HostDisplayTexture** host_texture,
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{
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if (host_texture)
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{
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const CD3D11_BOX src_box(0, 0, 0, static_cast<LONG>(m_vram_texture.GetWidth()),
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static_cast<LONG>(m_vram_texture.GetHeight()), 1);
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ComPtr<ID3D11Resource> resource;
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HostDisplayTexture* tex = *host_texture;
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@ -109,7 +107,7 @@ bool GPU_HW_D3D11::DoState(StateWrapper& sw, HostDisplayTexture** host_texture,
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}
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static_cast<ID3D11ShaderResourceView*>(tex->GetHandle())->GetResource(resource.GetAddressOf());
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m_context->CopySubresourceRegion(m_vram_texture.GetD3DTexture(), 0, 0, 0, 0, resource.Get(), 0, &src_box);
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m_context->CopySubresourceRegion(m_vram_texture.GetD3DTexture(), 0, 0, 0, 0, resource.Get(), 0, nullptr);
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}
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else
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{
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@ -128,7 +126,7 @@ bool GPU_HW_D3D11::DoState(StateWrapper& sw, HostDisplayTexture** host_texture,
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}
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static_cast<ID3D11ShaderResourceView*>(tex->GetHandle())->GetResource(resource.GetAddressOf());
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m_context->CopySubresourceRegion(resource.Get(), 0, 0, 0, 0, m_vram_texture.GetD3DTexture(), 0, &src_box);
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m_context->CopySubresourceRegion(resource.Get(), 0, 0, 0, 0, m_vram_texture.GetD3DTexture(), 0, nullptr);
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}
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}
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