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GPU/HW: Fix another buffer unmapping case
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@ -294,8 +294,7 @@ bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
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// invalidate the whole VRAM read texture when loading state
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// invalidate the whole VRAM read texture when loading state
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if (sw.IsReading())
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if (sw.IsReading())
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{
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{
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if (m_batch_vertex_ptr)
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DebugAssert(!m_batch_vertex_ptr && !m_batch_index_ptr);
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UnmapGPUBuffer(0, 0);
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SetFullVRAMDirtyRectangle();
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SetFullVRAMDirtyRectangle();
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ResetBatchVertexDepth();
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ResetBatchVertexDepth();
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}
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}
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@ -2492,7 +2491,7 @@ void GPU_HW::EnsureVertexBufferSpaceForCurrentCommand()
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// can we fit these vertices in the current depth buffer range?
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// can we fit these vertices in the current depth buffer range?
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if ((m_current_depth + required_vertices) > MAX_BATCH_VERTEX_COUNTER_IDS)
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if ((m_current_depth + required_vertices) > MAX_BATCH_VERTEX_COUNTER_IDS)
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{
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{
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// implies FlushRender()
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FlushRender();
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ResetBatchVertexDepth();
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ResetBatchVertexDepth();
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MapGPUBuffer(required_vertices, required_indices);
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MapGPUBuffer(required_vertices, required_indices);
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return;
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return;
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@ -2507,7 +2506,6 @@ void GPU_HW::ResetBatchVertexDepth()
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return;
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return;
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Log_PerfPrint("Resetting batch vertex depth");
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Log_PerfPrint("Resetting batch vertex depth");
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FlushRender();
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UpdateDepthBufferFromMaskBit();
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UpdateDepthBufferFromMaskBit();
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m_current_depth = 1;
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m_current_depth = 1;
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