diff --git a/GPU/D3D11/GPU_D3D11.cpp b/GPU/D3D11/GPU_D3D11.cpp index fcd579f5ed..f4e8f20db8 100644 --- a/GPU/D3D11/GPU_D3D11.cpp +++ b/GPU/D3D11/GPU_D3D11.cpp @@ -150,7 +150,6 @@ void GPU_D3D11::CheckGPUFeatures() { features |= GPU_SUPPORTS_TEXTURE_FLOAT; features |= GPU_SUPPORTS_INSTANCE_RENDERING; features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL; - features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT; uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16); uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16); diff --git a/GPU/D3D11/TextureCacheD3D11.cpp b/GPU/D3D11/TextureCacheD3D11.cpp index e8d288d192..78e7327716 100644 --- a/GPU/D3D11/TextureCacheD3D11.cpp +++ b/GPU/D3D11/TextureCacheD3D11.cpp @@ -387,6 +387,7 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap); shaderApply.Shade(); + context_->PSSetShaderResources(0, 1, &nullTexture); // Make D3D11 validation happy. Really of no consequence since we rebind anyway. framebufferManagerD3D11_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFramebuffer"); draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0); diff --git a/assets/lang b/assets/lang index d5a2a51942..1c64b8fbd3 160000 --- a/assets/lang +++ b/assets/lang @@ -1 +1 @@ -Subproject commit d5a2a51942377820764604d9bb424fa9a879c4bd +Subproject commit 1c64b8fbd3cb6bd87935eb53f302f7de6f86e209