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D3D11: Avoid clearing shaders on load state.

They don't need to be cleared (unlike FBOs), and clearing them requires
clearing even more things.  Fixes #9637.
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unknownbrackets committed Nov 11, 2017
1 parent 039c69f commit f93ef929606ae5d051eeb4f394f86c434b8f4251
Showing with 2 additions and 3 deletions.
  1. +1 −2 GPU/D3D11/GPU_D3D11.cpp
  2. +1 −1 GPU/Directx9/GPU_DX9.cpp
View
@@ -749,13 +749,12 @@ void GPU_D3D11::DoState(PointerWrap &p) {
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheD3D11_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerD3D11_->DestroyAllFBOs();
shaderManagerD3D11_->ClearShaders();
}
}
View
@@ -681,7 +681,7 @@ void GPU_DX9::DoState(PointerWrap &p) {
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheDX9_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();

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