D3D11: Use right state in flush before output.

We were accidentally changing the blend state for the final draw in a
frame.  This could cause apparently random issues if a game didn't align
drawing with vblanks.

Fixes #13152.
This commit is contained in:
Unknown W. Brackets 2021-08-02 23:45:49 -07:00
parent 8d7f57c472
commit 9a841664a6

View file

@ -242,11 +242,12 @@ void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat f
}
void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
drawEngine_.Flush();
float blendColor[4]{};
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
drawEngine_.Flush();
framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
framebufferManagerD3D11_->EndFrame();