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.
This commit is contained in:
Unknown W. Brackets 2017-11-11 08:09:56 -08:00
parent 039c69f031
commit f93ef92960
2 changed files with 2 additions and 3 deletions

View file

@ -749,13 +749,12 @@ void GPU_D3D11::DoState(PointerWrap &p) {
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheD3D11_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManagerD3D11_->DestroyAllFBOs();
shaderManagerD3D11_->ClearShaders();
}
}

View file

@ -681,7 +681,7 @@ void GPU_DX9::DoState(PointerWrap &p) {
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ) {
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCacheDX9_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();