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Dirty more state after reinterpret
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@ -691,7 +691,7 @@ void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, G
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shaderManager_->DirtyLastShader();
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textureCache_->ForgetLastTexture();
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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if (currentRenderVfb_ != vfb) {
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// In case ReinterpretFramebuffer was called from the texture manager.
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@ -1688,6 +1688,7 @@ void FramebufferManagerCommon::ApplyClearToMemory(int x1, int y1, int x2, int y2
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return;
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}
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}
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if (!Memory::IsValidAddress(gstate.getFrameBufAddress())) {
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return;
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}
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