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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.
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1 changed files with 3 additions and 2 deletions
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@ -242,11 +242,12 @@ void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat f
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}
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void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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float blendColor[4]{};
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
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drawEngine_.Flush();
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framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
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framebufferManagerD3D11_->EndFrame();
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