SaveState: Avoid clearing shaders in all backends.

This commit is contained in:
Unknown W. Brackets 2017-11-11 08:17:04 -08:00
parent 9cf17d9288
commit 7041341d1a
3 changed files with 0 additions and 5 deletions

View File

@ -687,7 +687,6 @@ void GPU_DX9::DoState(PointerWrap &p) {
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerDX9_->DestroyAllFBOs();
shaderManagerDX9_->ClearCache(true);
}
}

View File

@ -930,12 +930,10 @@ void GPU_GLES::DoState(PointerWrap &p) {
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheGL_->Clear(true);
depalShaderCache_.Clear();
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerGL_->DestroyAllFBOs();
shaderManagerGL_->ClearCache(true);
}
}

View File

@ -897,8 +897,6 @@ void GPU_Vulkan::DoState(PointerWrap &p) {
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerVulkan_->DestroyAllFBOs();
shaderManagerVulkan_->ClearShaders();
pipelineManager_->Clear();
}
}