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[d3d11] Spill render pass when restoring context state as needed

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Philip Rebohle 2019-06-27 15:43:07 +02:00
parent a704e6d27e
commit 2148619f3c
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@ -3613,7 +3613,7 @@ namespace dxvk {
void D3D11DeviceContext::RestoreState() {
BindFramebuffer(false);
BindFramebuffer(m_state.om.maxUav > 0);
BindShader<DxbcProgramType::VertexShader> (GetCommonShader(m_state.vs.shader.ptr()));
BindShader<DxbcProgramType::HullShader> (GetCommonShader(m_state.hs.shader.ptr()));