diff --git a/pcsx2/GS/Renderers/DX12/GSDevice12.cpp b/pcsx2/GS/Renderers/DX12/GSDevice12.cpp index cd57943e7e..c9dc6edf42 100644 --- a/pcsx2/GS/Renderers/DX12/GSDevice12.cpp +++ b/pcsx2/GS/Renderers/DX12/GSDevice12.cpp @@ -3165,13 +3165,11 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config) // propagate clear value through if the hdr render is the first if (draw_rt->GetState() == GSTexture::State::Cleared) { + hdr_rt->SetState(GSTexture::State::Cleared); hdr_rt->SetClearColor(draw_rt->GetClearColor()); } - else - { - hdr_rt->SetState(GSTexture::State::Invalidated); - draw_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - } + + draw_rt->TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); // we're not drawing to the RT, so we can use it as a source if (config.require_one_barrier) diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index 80afe5a128..7d7bdf3e42 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -4868,9 +4868,9 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca { // Otherwise just pass the clear through. if (tex->GetType() != GSTexture::Type::DepthStencil) - g_gs_device->ClearRenderTarget(tex, tex->GetClearColor()); + g_gs_device->ClearRenderTarget(tex, m_texture->GetClearColor()); else - g_gs_device->ClearDepth(tex, tex->GetClearDepth()); + g_gs_device->ClearDepth(tex, m_texture->GetClearDepth()); } else { diff --git a/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp b/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp index 329580425c..a8c68190a9 100644 --- a/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp +++ b/pcsx2/GS/Renderers/Vulkan/GSDeviceVK.cpp @@ -3639,13 +3639,11 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config) // propagate clear value through if the hdr render is the first if (draw_rt->GetState() == GSTexture::State::Cleared) { + hdr_rt->SetState(GSTexture::State::Cleared); hdr_rt->SetClearColor(draw_rt->GetClearColor()); } - else - { - hdr_rt->SetState(GSTexture::State::Invalidated); - draw_rt->TransitionToLayout(GSTextureVK::Layout::ShaderReadOnly); - } + + draw_rt->TransitionToLayout(GSTextureVK::Layout::ShaderReadOnly); // we're not drawing to the RT, so we can use it as a source if (config.require_one_barrier && !m_features.texture_barrier)