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authorScott Mansell <phiren@gmail.com>2015-01-16 05:29:39 +1300
committerScott Mansell <phiren@gmail.com>2015-01-23 03:32:31 +1300
commite88c02dece0e5e8d3b019fd0137eab790d6d2036 (patch)
tree47339f400d7f26ddf65d31906278aa24dfa36538 /Source/Core/VideoCommon/VertexManagerBase.cpp
parent128d3036564e99fd3c8d7e6ae45eb17e43d0c95f (diff)
Ensure that ZSlopes save/restore state correctly.
Had to re-do *ShaderManager so they saved their constant arrays instead of completly rebuilding them on restore state.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index c9f5e2c714..3f6c672c65 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -241,6 +241,7 @@ void VertexManager::Flush()
void VertexManager::DoState(PointerWrap& p)
{
+ p.Do(ZSlope);
g_vertex_manager->vDoState(p);
}