GPU/D3D11: Always flush render before presenting

This commit is contained in:
Connor McLaughlin 2020-03-07 12:37:55 +10:00
parent ae4767a9ca
commit b5b6a15e40

View file

@ -99,6 +99,9 @@ void GPU_HW_D3D11::ResetGraphicsAPIState()
GPU_HW::ResetGraphicsAPIState();
m_context->GSSetShader(nullptr, nullptr, 0);
// In D3D11 we can't leave a buffer mapped across a Present() call.
FlushRender();
}
void GPU_HW_D3D11::RestoreGraphicsAPIState()