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D3D11: Fix Draw state issues on pause screen.
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@@ -165,6 +165,9 @@ void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
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float blendColor[4]{};
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
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// Since we're forcing the blend state, clear Draw.
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if (draw_)
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draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
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framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
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