More state dirtying, a comment

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Henrik Rydgård committed 2018-01-27 15:10:17 +01:00
1 parent af8e825578
commit 43ebbbcdb6
2 files changed
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@@ -1930,9 +1930,8 @@ bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEB
buffer.Allocate(w, h, GE_FORMAT_8888, flipY, true);
bool retval = draw_->CopyFramebufferToMemorySync(bound, Draw::FB_COLOR_BIT, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), w);
gpuStats.numReadbacks++;
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// After a readback we'll have flushed and started over, need to dirty a bunch of things to be safe.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
// We may have blitted to a temp FBO.
RebindFramebuffer();
return retval;