Fix compute restore of previous shader state (#1352)
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@ -163,7 +163,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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qmd.CtaRasterHeight,
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qmd.CtaRasterHeight,
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qmd.CtaRasterDepth);
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qmd.CtaRasterDepth);
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UpdateShaderState(state);
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_forceShaderUpdate = true;
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}
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}
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}
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}
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}
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}
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@ -38,6 +38,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private bool _isAnyVbInstanced;
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private bool _isAnyVbInstanced;
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private bool _vsUsesInstanceId;
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private bool _vsUsesInstanceId;
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private bool _forceShaderUpdate;
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/// <summary>
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/// <summary>
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/// Creates a new instance of the GPU methods class.
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/// Creates a new instance of the GPU methods class.
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/// </summary>
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/// </summary>
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@ -121,8 +123,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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// Shaders must be the first one to be updated if modified, because
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// Shaders must be the first one to be updated if modified, because
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// some of the other state depends on information from the currently
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// some of the other state depends on information from the currently
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// bound shaders.
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// bound shaders.
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if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState))
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if (state.QueryModified(MethodOffset.ShaderBaseAddress, MethodOffset.ShaderState) || _forceShaderUpdate)
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{
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{
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_forceShaderUpdate = false;
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UpdateShaderState(state);
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UpdateShaderState(state);
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}
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}
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