(pState->state.depthStencilState.stencilTestEnable ||
pState->state.depthStencilState.stencilWriteEnable)) ? true : false;
- pState->state.colorHottileEnable = pState->state.psState.renderTargetMask;
+
+ uint32_t hotTileEnable = pState->state.psState.renderTargetMask;
// Disable hottile for surfaces with no writes
if (psState.pfnPixelShader != nullptr)
{
DWORD rt;
- uint32_t rtMask = pState->state.colorHottileEnable;
+ uint32_t rtMask = pState->state.psState.renderTargetMask;
while (_BitScanForward(&rt, rtMask))
{
rtMask &= ~(1 << rt);
pState->state.blendState.renderTarget[rt].writeDisableGreen &&
pState->state.blendState.renderTarget[rt].writeDisableBlue)
{
- pState->state.colorHottileEnable &= ~(1 << rt);
+ hotTileEnable &= ~(1 << rt);
}
}
}
+
+ pState->state.colorHottileEnable = hotTileEnable;
+
+
// Setup depth quantization function
if (pState->state.depthHottileEnable)
{
uint32_t writesODepth : 1; // pixel shader writes to depth
uint32_t usesSourceDepth : 1; // pixel shader reads depth
uint32_t shadingRate : 2; // shading per pixel / sample / coarse pixel
- uint32_t renderTargetMask : 8; // number of render target outputs in use (0-8)
uint32_t posOffset : 2; // type of offset (none, sample, centroid) to add to pixel position
uint32_t barycentricsMask : 3; // which type(s) of barycentric coords does the PS interpolate attributes with
uint32_t usesUAV : 1; // pixel shader accesses UAV
uint32_t forceEarlyZ : 1; // force execution of early depth/stencil test
+
+ uint8_t renderTargetMask; // Mask of render targets written
};
// depth bounds state