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Make sure render state is invalidated when resetting.
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@ -131,6 +131,7 @@ void CGSH_Direct3D9::ResetImpl()
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memset(&m_vtxBuffer, 0, sizeof(m_vtxBuffer));
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m_framebuffers.clear();
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m_depthbuffers.clear();
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m_renderState.isValid = false;
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CGSHandler::ResetImpl();
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}
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