Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.

Was probably redundant anyway.
This commit is contained in:
Henrik Rydgård 2022-11-24 11:02:21 +01:00
parent 70d1d8fa07
commit 3dd45c6561
3 changed files with 0 additions and 4 deletions

View File

@ -330,7 +330,6 @@ VertexArrayInfoD3D11::~VertexArrayInfoD3D11() {
void DrawEngineD3D11::Invalidate(InvalidationFlags flags) {
if (flags & InvalidationFlags::RENDER_PASS_STATE) {
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureCache_->ForgetLastTexture();
}
}

View File

@ -248,7 +248,6 @@ void DrawEngineGLES::Invalidate(InvalidationFlags flags) {
if (flags & InvalidationFlags::RENDER_PASS_STATE) {
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureCache_->ForgetLastTexture();
}
}

View File

@ -550,8 +550,6 @@ void DrawEngineVulkan::Invalidate(InvalidationFlags flags) {
}
if (flags & InvalidationFlags::RENDER_PASS_STATE) {
// If have a new render pass, dirty our dynamic state so it gets re-set.
// We have to do this again after the last possible place in DoFlush that can cause a renderpass switch
// like a shader blend blit or similar. But before we actually set the state!
//
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);