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d3d12: Use graphic queue to download depth buffer
For now go to the easiest solution and improve later
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parent
af69803ee0
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@ -1265,14 +1265,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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convertCommandList->Close();
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
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ID3D12Fence *convertDownloadFence;
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check(
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&convertDownloadFence))
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);
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m_commandQueueGraphic->Signal(convertDownloadFence, 1);
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check(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, m_perFrameStorage.m_downloadCommandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_perFrameStorage.m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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);
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// Copy
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@ -1290,11 +1284,9 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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downloadCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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downloadCommandList->Close();
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m_commandQueueCopy->Wait(convertDownloadFence, 1);
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m_commandQueueCopy->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
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//Wait for result
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m_commandQueueCopy->Signal(fence, 1);
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convertDownloadFence->Release();
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m_commandQueueGraphic->Signal(fence, 1);
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}
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else
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m_commandQueueGraphic->Signal(fence, 1);
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