GS/DX11: Backport ds as rt from GL for depth feedback.#14603
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TJnotJT
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Jun 21, 2026
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Changes look fine, haven't personally tested.
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Actually, one thing to possibly double check is that the blend state is completely cleared with DS as RT. I got validation errors on GL if there were any dual source blend flags remaining in the state, even if blending was disabled. I'm not sure if this is relevant to DX11. |
Doing gpu depth copies is quite slower on dx11, so let's use the ds as rt behavior from GL which would allow us to treat them as rt copies instead which are faster.
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Description of Changes
GS/DX11: Backport ds as rt from GL for depth feedback.
Doing gpu depth copies is quite slower on dx11, so let's use the ds as rt behavior from GL which would allow us to treat them as rt copies instead which are faster.
Even tho we are doing extra copies since we are copying the depth as rt it's still faster than plain gpu depth copies.
Rationale behind Changes
Optimization, speed.
Suggested Testing Steps
Test AA1, AAT games such as FFX, Everybody's golf and more on dx11, see if it's faster now compared to master, both tests without rov.
Did you use AI to help find, test, or implement this issue or feature?
No.