D3D11: Set GS to null when restoring state

Fixes the D3D11 renderer being broken on RetroArch due to it leaving a
geometry shader bound.
This commit is contained in:
Connor McLaughlin 2020-08-06 23:19:18 +10:00
parent 7ab521f740
commit 359234080a

View file

@ -110,6 +110,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
m_context->IASetVertexBuffers(0, 1, m_vertex_stream_buffer.GetD3DBufferArray(), &stride, &offset);
m_context->IASetInputLayout(m_batch_input_layout.Get());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->GSSetShader(nullptr, nullptr, 0);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
m_context->PSSetSamplers(0, 1, m_point_sampler_state.GetAddressOf());
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), m_vram_depth_view.Get());