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mirror of https://github.com/EduApps-CDG/OpenDX synced 2024-12-30 09:45:37 +01:00

[dxvk] Remove spill parameter from bindRenderTargets

No longer needed.
This commit is contained in:
Philip Rebohle 2019-10-13 01:35:06 +02:00
parent 102a18060e
commit 8446c28de1
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
4 changed files with 4 additions and 10 deletions

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@ -3428,7 +3428,7 @@ namespace dxvk {
EmitCs([ EmitCs([
cAttachments = std::move(attachments) cAttachments = std::move(attachments)
] (DxvkContext* ctx) { ] (DxvkContext* ctx) {
ctx->bindRenderTargets(cAttachments, false); ctx->bindRenderTargets(cAttachments);
}); });
} }

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@ -264,7 +264,7 @@ namespace dxvk {
DxvkRenderTargets renderTargets; DxvkRenderTargets renderTargets;
renderTargets.color[0].view = m_imageViews.at(imageIndex); renderTargets.color[0].view = m_imageViews.at(imageIndex);
renderTargets.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; renderTargets.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
m_context->bindRenderTargets(renderTargets, false); m_context->bindRenderTargets(renderTargets);
VkViewport viewport; VkViewport viewport;
viewport.x = 0.0f; viewport.x = 0.0f;

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@ -96,8 +96,7 @@ namespace dxvk {
void DxvkContext::bindRenderTargets( void DxvkContext::bindRenderTargets(
const DxvkRenderTargets& targets, const DxvkRenderTargets& targets) {
bool spill) {
// If necessary, perform clears on the active render targets // If necessary, perform clears on the active render targets
if (m_flags.test(DxvkContextFlag::GpClearRenderTargets)) if (m_flags.test(DxvkContextFlag::GpClearRenderTargets))
this->clearRenderPass(); this->clearRenderPass();
@ -118,9 +117,6 @@ namespace dxvk {
// the same render targets are bound again // the same render targets are bound again
m_flags.clr(DxvkContextFlag::GpDirtyFramebuffer); m_flags.clr(DxvkContextFlag::GpDirtyFramebuffer);
} }
if (spill)
this->spillRenderPass();
} }

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@ -78,11 +78,9 @@ namespace dxvk {
* \c spill flag in order to make shader writes * \c spill flag in order to make shader writes
* from previous rendering operations visible. * from previous rendering operations visible.
* \param [in] targets Render targets to bind * \param [in] targets Render targets to bind
* \param [in] spill Spill render pass if true
*/ */
void bindRenderTargets( void bindRenderTargets(
const DxvkRenderTargets& targets, const DxvkRenderTargets& targets);
bool spill);
/** /**
* \brief Binds indirect argument buffer * \brief Binds indirect argument buffer