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D3D11: Clear input layouts on shader clear.
When we do clear shaders, make sure to also clear input layouts so we don't have corrupt keys.
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@ -146,6 +146,8 @@ public:
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void Resized() override;
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void ClearInputLayoutMap();
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private:
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void DecodeVerts();
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void DoFlush();
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@ -154,8 +156,6 @@ private:
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void ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef);
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void ResetShaderBlending();
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void ClearInputLayoutMap();
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ID3D11InputLayout *SetupDecFmtForDraw(D3D11VertexShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
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void MarkUnreliable(VertexArrayInfoD3D11 *vai);
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@ -278,6 +278,7 @@ void GPU_D3D11::DeviceLost() {
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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shaderManagerD3D11_->ClearShaders();
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drawEngine_.ClearInputLayoutMap();
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textureCacheD3D11_->Clear(false);
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framebufferManagerD3D11_->DeviceLost();
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}
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@ -742,6 +743,7 @@ void GPU_D3D11::ClearCacheNextFrame() {
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void GPU_D3D11::ClearShaderCache() {
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shaderManagerD3D11_->ClearShaders();
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drawEngine_.ClearInputLayoutMap();
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}
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void GPU_D3D11::DoState(PointerWrap &p) {
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