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GS/HW: Get the proper context for the next draw if it's a split texture shuffle.
Draw might switch the context so make sure we get the correct one.
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@@ -1012,7 +1012,8 @@ bool GSRendererHW::NextDrawMatchesShuffle() const
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{
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// Make sure nothing unexpected has changed.
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// Twinsanity seems to screw with ZBUF here despite it being irrelevant.
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const GSDrawingContext& next_ctx = m_env.CTXT[m_backed_up_ctx];
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const int get_next_ctx = (m_state_flush_reason == CONTEXTCHANGE) ? m_env.PRIM.CTXT : m_backed_up_ctx;
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const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
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if (((m_context->TEX0.U64 ^ next_ctx.TEX0.U64) & (~0x3FFF)) != 0 ||
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m_context->TEX1.U64 != next_ctx.TEX1.U64 ||
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m_context->CLAMP.U64 != next_ctx.CLAMP.U64 ||
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