Dirty more state after reinterpret

This commit is contained in:
Henrik Rydgård 2022-04-24 14:56:48 +02:00
parent 6bc7a699fe
commit 5a1ab67cf8

View File

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