diff --git a/GPU/Common/FramebufferManagerCommon.cpp b/GPU/Common/FramebufferManagerCommon.cpp index affdd4e1d7..019cb8b860 100644 --- a/GPU/Common/FramebufferManagerCommon.cpp +++ b/GPU/Common/FramebufferManagerCommon.cpp @@ -825,7 +825,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) { if (!framebuffer->fbo || !useBufferedRendering_) { - draw_->BindTexture(0, nullptr); + draw_->BindTexture(stage, nullptr); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return false; } @@ -859,7 +859,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF // Actually if the texture region and render regions don't overlap, this is safe, but we need // to transition to GENERAL image layout which will take some trickery. // Badness on D3D11 to bind the currently rendered-to framebuffer as a texture. - draw_->BindTexture(0, nullptr); + draw_->BindTexture(stage, nullptr); gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE; return false; }