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Set the texture dirty flags when binding a new framebuffer.
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@ -705,7 +705,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
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pixelsTex->Release();
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draw_->InvalidateCachedState();
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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}
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}
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@ -330,7 +330,7 @@ void DrawEngineD3D11::DoFlush() {
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int curRenderStepId = draw_->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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lastRenderStepId_ = curRenderStepId;
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}
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@ -315,7 +315,7 @@ void DrawEngineDX9::DoFlush() {
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int curRenderStepId = draw_->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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lastRenderStepId_ = curRenderStepId;
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}
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@ -315,7 +315,7 @@ void DrawEngineGLES::DoFlush() {
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int curRenderStepId = render_->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureCache_->ForgetLastTexture();
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lastRenderStepId_ = curRenderStepId;
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}
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@ -603,7 +603,8 @@ void DrawEngineVulkan::DoFlush() {
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int curRenderStepId = renderManager->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureCache_->ForgetLastTexture();
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lastRenderStepId_ = curRenderStepId;
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}
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