diff --git a/GPU/D3D11/TextureCacheD3D11.cpp b/GPU/D3D11/TextureCacheD3D11.cpp index cb593d787..f9adc5301 100644 --- a/GPU/D3D11/TextureCacheD3D11.cpp +++ b/GPU/D3D11/TextureCacheD3D11.cpp @@ -399,10 +399,11 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff); shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout()); + ID3D11ShaderResourceView *nullTexture = nullptr; + framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF); draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }); context_->PSSetShaderResources(3, 1, &clutTexture); context_->PSSetSamplers(3, 1, &stockD3D11.samplerPoint2DWrap); - framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF); context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap); shaderApply.Shade();