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SaveState: Avoid clearing shaders in all backends.

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unknownbrackets committed Nov 11, 2017
1 parent 9cf17d9 commit 7041341d1ac9a78de0ca65bc7ea7ff9b27171b19
Showing with 0 additions and 5 deletions.
  1. +0 −1 GPU/Directx9/GPU_DX9.cpp
  2. +0 −2 GPU/GLES/GPU_GLES.cpp
  3. +0 −2 GPU/Vulkan/GPU_Vulkan.cpp
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@@ -687,7 +687,6 @@ void GPU_DX9::DoState(PointerWrap &p) {
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerDX9_->DestroyAllFBOs();
shaderManagerDX9_->ClearCache(true);
}
}
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@@ -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);
}
}
@@ -897,8 +897,6 @@ void GPU_Vulkan::DoState(PointerWrap &p) {
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerVulkan_->DestroyAllFBOs();
shaderManagerVulkan_->ClearShaders();
pipelineManager_->Clear();
}
}

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