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D3D11: Fix EFB MSAA depth buffer copies, StateManager desyncs in some cases #3745

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merged 2 commits into from Apr 24, 2016

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stenzek
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@stenzek stenzek commented Mar 25, 2016

Pulling these commits from my other D3D11 PR.

Sorts out the issues with #3266 not working for D3D11.

Also fixes https://bugs.dolphin-emu.org/issues/8247, it's a minor change, EFB depth buffer copies with MSAA is broken (regression introduced by #3495), if I remember correctly.


This change is Reviewable

This also fixes EFB depth buffer copies when MSAA is enabled.
This was occuring in certain EFB copy patterns, leaving the textures
unbound for the next draw call.
@mimimi085181
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This pr fixes the Donkey Kong Returns issue that happens with dx11, at least it does with the fifo log, i don't have the game. I did not test the Metroid Prime 2 issue, because i could not reproduce the issue at the start of the game.

@JMC47
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JMC47 commented Apr 7, 2016

This should get reviewed and merged. Fixes two blockers.

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JMC47 commented Apr 13, 2016

I tested this again yesterday. Please review/merge. @delroth

@delroth
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delroth commented Apr 13, 2016

I have 0 knowledge about D3D. If someone reviews this code I'll be happy to merge it, otherwise I'd rather wait.

@JMC47
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JMC47 commented Apr 13, 2016

Right. My bad. @Armada651 you're our only hope.

@CrossVR CrossVR self-assigned this Apr 21, 2016
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CrossVR commented Apr 21, 2016

LGTM. Whether you're outputting depth values as a render target or a depth-stencil target shouldn't matter.

@CrossVR CrossVR merged commit 8a21b08 into dolphin-emu:master Apr 24, 2016
@stenzek stenzek deleted the d3d11-texcache branch November 13, 2016 07:37
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