D3D: RestoreState no longer resets PS resources
This commit is contained in:
parent
0c5a572f8d
commit
88d11ec5b2
|
@ -1027,9 +1027,6 @@ void Renderer::ApplyState(bool bUseDstAlpha)
|
|||
|
||||
void Renderer::RestoreState()
|
||||
{
|
||||
ID3D11ShaderResourceView* shader_resources[8] = { nullptr };
|
||||
D3D::context->PSSetShaderResources(0, 8, shader_resources);
|
||||
|
||||
D3D::stateman->PopBlendState();
|
||||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopRasterizerState();
|
||||
|
|
|
@ -35,7 +35,7 @@ void VertexManager::CreateDeviceObjects()
|
|||
|
||||
m_vertexDrawOffset = 0;
|
||||
m_indexDrawOffset = 0;
|
||||
|
||||
|
||||
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
|
||||
{
|
||||
m_buffers[i] = nullptr;
|
||||
|
|
Loading…
Reference in New Issue