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D3D11: Avoid clearing shaders on load state.
They don't need to be cleared (unlike FBOs), and clearing them requires clearing even more things. Fixes #9637.
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039c69f031
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2 changed files with 2 additions and 3 deletions
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@ -749,13 +749,12 @@ void GPU_D3D11::DoState(PointerWrap &p) {
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// TODO: Some of these things may not be necessary.
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// None of these are necessary when saving.
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if (p.mode == p.MODE_READ) {
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if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
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textureCacheD3D11_->Clear(true);
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drawEngine_.ClearTrackedVertexArrays();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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framebufferManagerD3D11_->DestroyAllFBOs();
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shaderManagerD3D11_->ClearShaders();
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}
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}
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@ -681,7 +681,7 @@ void GPU_DX9::DoState(PointerWrap &p) {
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// TODO: Some of these things may not be necessary.
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// None of these are necessary when saving.
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if (p.mode == p.MODE_READ) {
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if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
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textureCacheDX9_->Clear(true);
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drawEngine_.ClearTrackedVertexArrays();
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