diff --git a/pcsx2/GS/Renderers/DX11/GSDevice11.cpp b/pcsx2/GS/Renderers/DX11/GSDevice11.cpp index e135e6d0c7..88024d44a6 100644 --- a/pcsx2/GS/Renderers/DX11/GSDevice11.cpp +++ b/pcsx2/GS/Renderers/DX11/GSDevice11.cpp @@ -1235,15 +1235,14 @@ void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r, // DX11 doesn't support partial depth copy so we need to // either pass a nullptr D3D11_BOX for a full depth copy or use CopyResource instead. - const bool depth = (sTex->GetType() == GSTexture::Type::DepthStencil); - // Optimization: Use CopyResource for full texture or depth copies, it's faster than CopySubresourceRegion. - if (depth || (r.left == 0 && r.top == 0 && r.right == dTex->GetWidth() && r.bottom == dTex->GetHeight())) + // Optimization: Use CopyResource for depth copies, it's faster than CopySubresourceRegion. + if (sTex->GetType() == GSTexture::Type::DepthStencil) { m_ctx->CopyResource(*static_cast(dTex), *static_cast(sTex)); return; } - D3D11_BOX box = {static_cast(r.left), static_cast(r.top), 0U,static_cast(r.right), static_cast(r.bottom), 1U}; + D3D11_BOX box = {static_cast(r.left), static_cast(r.top), 0U, static_cast(r.right), static_cast(r.bottom), 1U}; m_ctx->CopySubresourceRegion(*static_cast(dTex), 0, destX, destY, 0, *static_cast(sTex), 0, &box); } diff --git a/pcsx2/GS/Renderers/DX11/GSTexture11.cpp b/pcsx2/GS/Renderers/DX11/GSTexture11.cpp index a199025b2c..5b0c3b708d 100644 --- a/pcsx2/GS/Renderers/DX11/GSTexture11.cpp +++ b/pcsx2/GS/Renderers/DX11/GSTexture11.cpp @@ -245,9 +245,8 @@ void GSDownloadTexture11::CopyFromTexture( // DX11 doesn't support partial depth copy so we need to // either pass a nullptr D3D11_BOX for a full depth copy or use CopyResource instead. - // Optimization: Use CopyResource for full texture or depth copies, it's faster than CopySubresourceRegion. - if ((m_format == GSTexture::Format::DepthStencil) || - (src.left == 0 && src.top == 0 && src.right == stex->GetWidth() && src.bottom == stex->GetHeight())) + // Optimization: Use CopyResource for depth copies, it's faster than CopySubresourceRegion. + if (m_format == GSTexture::Format::DepthStencil) { GSDevice11::GetInstance()->GetD3DContext()->CopyResource( m_texture.get(), *static_cast(stex));