diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index ffec95f590..806aec4bfc 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -328,6 +328,9 @@ void TextureCacheCommon::SetTexture(bool force) { TexCache::iterator iter = cache_.find(cachekey); TexCacheEntry *entry = nullptr; + + // Note: It's necessary to reset needshadertexclamp, for otherwise DIRTY_TEXCLAMP won't get set later. + // Should probably revisit how this works.. gstate_c.SetNeedShaderTexclamp(false); gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE; if (gstate_c.bgraTexture != isBgraBackend_) { diff --git a/GPU/GLES/TextureCacheGLES.cpp b/GPU/GLES/TextureCacheGLES.cpp index ebdab10e9b..1e100f550d 100644 --- a/GPU/GLES/TextureCacheGLES.cpp +++ b/GPU/GLES/TextureCacheGLES.cpp @@ -930,7 +930,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r // TODO: We really, really should avoid calling glGetError. GLenum err = glGetError(); if (err == GL_OUT_OF_MEMORY) { - WARN_LOG(G3D, "Texture cache ran out of GPU memory; switching to low memory mode"); + WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode"); lowMemoryMode_ = true; decimationCounter_ = 0; Decimate();