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GS/DX12: Replace the in render pass member check with function check.
Consitency.
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pcsx2/GS/Renderers/DX12/GSDevice12.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -3363,7 +3363,7 @@ void GSDevice12::ExecuteCommandListAndRestartRenderPass(bool wait_for_completion
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{
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Console.Warning("D3D12: Executing command buffer due to '%s'", reason);
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3366-
const bool was_in_render_pass = m_in_render_pass;
3366+
const bool was_in_render_pass = InRenderPass();
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EndRenderPass();
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ExecuteCommandList(GetWaitType(wait_for_completion, GSConfig.HWSpinCPUForReadbacks));
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InvalidateCachedState();
@@ -4278,7 +4278,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
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(draw_ds && static_cast<GSTexture12*>(draw_ds)->GetSRVDescriptor() == m_tfx_textures[0])))
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PSSetShaderResource(0, nullptr, false);
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4281-
if (m_in_render_pass && (m_current_render_target == draw_rt || m_current_depth_target == draw_ds))
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if (InRenderPass() && (m_current_render_target == draw_rt || m_current_depth_target == draw_ds))
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{
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// avoid restarting the render pass just to switch from rt+depth to rt and vice versa
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// keep the depth even if doing colclip hw draws, because the next draw will probably re-enable depth
@@ -4338,7 +4338,7 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
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}
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// Begin render pass if new target or out of the area.
4341-
if (!m_in_render_pass)
4341+
if (!InRenderPass())
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{
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GSVector4 clear_color = draw_rt ? draw_rt->GetUNormClearColor() : GSVector4::zero();
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if (pipe.ps.colclip_hw)

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