diff --git a/GPU/Common/FramebufferCommon.cpp b/GPU/Common/FramebufferCommon.cpp index 69fa75e098..50cb858b06 100644 --- a/GPU/Common/FramebufferCommon.cpp +++ b/GPU/Common/FramebufferCommon.cpp @@ -1022,6 +1022,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() { }*/ } else { draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR }); + draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0); draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_); // We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must // flip V. diff --git a/GPU/Vulkan/FramebufferVulkan.cpp b/GPU/Vulkan/FramebufferVulkan.cpp index 8ed37f4b61..cbf976edeb 100644 --- a/GPU/Vulkan/FramebufferVulkan.cpp +++ b/GPU/Vulkan/FramebufferVulkan.cpp @@ -197,10 +197,6 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo //} } -void FramebufferManagerVulkan::DoNotifyDraw() { - -} - void FramebufferManagerVulkan::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) { float u_delta = 1.0f / renderWidth; float v_delta = 1.0f / renderHeight; diff --git a/GPU/Vulkan/FramebufferVulkan.h b/GPU/Vulkan/FramebufferVulkan.h index 140430c7b7..5e6761e692 100644 --- a/GPU/Vulkan/FramebufferVulkan.h +++ b/GPU/Vulkan/FramebufferVulkan.h @@ -106,17 +106,9 @@ public: virtual void RebindFramebuffer() override; VkImageView BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags); - // VulkanFBO *GetTempFBO(u16 w, u16 h, VulkanFBOColorDepth depth = VK_FBO_8888); - - // Pass management - // void BeginPassClear() - // If within a render pass, this will just issue a regular clear. If beginning a new render pass, // do that. void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth); - void NotifyDraw() { - DoNotifyDraw(); - } protected: void Bind2DShader() override;