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