D3D12: Avoid redundant render pass restarts

This commit is contained in:
Stenzek
2024-07-23 17:38:24 +10:00
parent 0407f939fc
commit 5e8870ec69
3 changed files with 35 additions and 13 deletions

View File

@@ -338,7 +338,7 @@ private:
D3D12Pipeline* m_current_pipeline = nullptr;
D3D12_PRIMITIVE_TOPOLOGY m_current_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
u32 m_num_current_render_targets = 0;
u8 m_num_current_render_targets = 0;
GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
std::array<D3D12Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
D3D12Texture* m_current_depth_target = nullptr;