From 0030ad9ecfc356fd11b2a2bfa5565250dadbaed9 Mon Sep 17 00:00:00 2001 From: magumagu Date: Tue, 27 Jan 2015 18:25:35 -0800 Subject: [PATCH] Fix D3D regression from PR1948. Make sure we don't have a texture bound as both an ShaderResourceView and a RenderTargetView; this causes rendering glitches. This isn't really the right place to do this... but I'm not sure how the code should be structured. --- Source/Core/VideoBackends/D3D/TextureCache.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp index 488bc3ecc0..73d45f9ad2 100644 --- a/Source/Core/VideoBackends/D3D/TextureCache.cpp +++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp @@ -153,6 +153,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo else D3D::SetPointCopySampler(); + // Make sure we don't draw with the texture set as both a source and target. + // (This can happen because we don't unbind textures when we free them.) + D3D::stateman->UnsetTexture(texture->GetSRV()); + D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr); // Create texture copy