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GeezerVison is showing github.com — GS:DX12: Skip render passes on Tier 0 GPUs by SternXD · Pull Request #15134 · PCSX2/pcsx2 Conversation
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| @@ -4026,7 +4058,8 @@ void GSDevice12::EndRenderPass() | |||
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| g_perfmon.Put(GSPerfMon::RenderPasses, 1); | |||
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We should probably put this inside the if block now.
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why? this is the same behavior as DX11/OGL?
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We aren't doing any unbinding on tier0 here anymore, shouldn't it be gated?
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DX11/OGL don't unbind either, they just log it on target changes so stats stay consistent across backends is my understanding but if you'd prefer otherwise for DX12 I don't mind just was making sure you were aware of that :D
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I don't think it should be gated. I did mention it, but technically we're still simulating a render pass.
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Smoke tested on nv/amd and works.
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