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Rebind the framebuffer only if we're in the blit path.
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d26e637bb8
commit
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1 file changed
+3
-3
@@ -191,7 +191,7 @@ bool FramebufferManagerCommon::NotifyStencilUpload(u32 addr, int size, StencilUp
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// Clear destination alpha.
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// render_->Clear(0, 0, 0, GL_COLOR_BUFFER_BIT, 0x8, 0, 0, 0, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE);
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return true;
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}
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@@ -320,10 +320,10 @@ bool FramebufferManagerCommon::NotifyStencilUpload(u32 addr, int size, StencilUp
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// Note that scissors don't affect blits on other APIs than OpenGL, so might want to try to get rid of this.
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draw_->SetScissorRect(0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight);
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draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST, "NotifyStencilUpload_Blit");
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RebindFramebuffer("RebindFramebuffer - Stencil");
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}
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tex->Release();
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RebindFramebuffer("RebindFramebuffer - Stencil");
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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return true;
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}
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