D3D12: Implement GPU-based bounding box

This commit is contained in:
Stenzek
2016-03-05 21:15:48 +10:00
parent 32599559db
commit ac1cd8279b
8 changed files with 164 additions and 30 deletions

View File

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/BoundingBox.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
#include "VideoBackends/D3D12/D3DUtil.h"
@ -208,6 +209,8 @@ void FramebufferManager::RestoreEFBRenderTargets()
D3D::current_command_list->OMSetRenderTargets(1,
&FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE,
&FramebufferManager::GetEFBDepthTexture()->GetDSV12());
BBox::Bind();
}
u32 FramebufferManager::ReadEFBColorAccessCopy(u32 x, u32 y)