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authorConnor McLaughlin <stenzek@gmail.com>2019-08-04 14:07:18 +1000
committerGitHub <noreply@github.com>2019-08-04 14:07:18 +1000
commitc829351c90f8f9833a0a311c7982603c0c1339c9 (patch)
treef9fcff52b3aabf936ea1516ee9e2d6106609f224 /Source/Core/VideoCommon/FramebufferManager.cpp
parent4ccb4ef74fc8fd88b8fc62a2ec05ddb3fc84a94e (diff)
parentd6460e0b18c51a0213edad9eb1395f6b19b469df (diff)
Merge pull request #8286 from stenzek/efb-savestate-fixes
FramebufferManager: Fix restoring of EFB depth buffer / upside-down in OpenGL
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoCommon/FramebufferManager.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/FramebufferManager.cpp b/Source/Core/VideoCommon/FramebufferManager.cpp
index f61ebcf4a9..48bef4b276 100644
--- a/Source/Core/VideoCommon/FramebufferManager.cpp
+++ b/Source/Core/VideoCommon/FramebufferManager.cpp
@@ -472,6 +472,7 @@ bool FramebufferManager::CompileReadbackPipelines()
if (!restore_shader)
return false;
+ config.depth_state = RenderState::GetAlwaysWriteDepthState();
config.framebuffer_state = GetEFBFramebufferState();
config.framebuffer_state.per_sample_shading = false;
config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader();