Dirty more state after depal

This commit is contained in:
Henrik Rydgård 2022-09-21 23:57:19 +02:00
parent 8ed1694a2f
commit a92aaf9311

View File

@ -2194,7 +2194,7 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
ApplySamplingParams(samplerKey);
// Since we started/ended render passes, might need these.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
}
// Applies depal to a normal (non-framebuffer) texture, pre-decoded to CLUT8 format.
@ -2286,7 +2286,7 @@ void TextureCacheCommon::ApplyTextureDepal(TexCacheEntry *entry) {
ApplySamplingParams(samplerKey);
// Since we started/ended render passes, might need these.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS | DIRTY_FRAGMENTSHADER_STATE | DIRTY_VERTEXSHADER_STATE);
}
void TextureCacheCommon::Clear(bool delete_them) {