A couple of D3D11 fixes.

This commit is contained in:
Henrik Rydgård 2020-09-19 14:14:06 +02:00
parent e3b0dccb85
commit 7ed1ade56b
3 changed files with 2 additions and 2 deletions

View file

@ -150,7 +150,6 @@ void GPU_D3D11::CheckGPUFeatures() {
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT;
uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);

View file

@ -387,6 +387,7 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
shaderApply.Shade();
context_->PSSetShaderResources(0, 1, &nullTexture); // Make D3D11 validation happy. Really of no consequence since we rebind anyway.
framebufferManagerD3D11_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFramebuffer");
draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);

@ -1 +1 @@
Subproject commit d5a2a51942377820764604d9bb424fa9a879c4bd
Subproject commit 1c64b8fbd3cb6bd87935eb53f302f7de6f86e209