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Fix quads draws after DrawTexture on Vulkan (#7336)
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@ -636,9 +636,9 @@ namespace Ryujinx.Graphics.Vulkan
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var oldStencilTestEnable = _newState.StencilTestEnable;
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var oldStencilTestEnable = _newState.StencilTestEnable;
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var oldDepthTestEnable = _newState.DepthTestEnable;
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var oldDepthTestEnable = _newState.DepthTestEnable;
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var oldDepthWriteEnable = _newState.DepthWriteEnable;
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var oldDepthWriteEnable = _newState.DepthWriteEnable;
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var oldTopology = _newState.Topology;
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var oldViewports = DynamicState.Viewports;
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var oldViewports = DynamicState.Viewports;
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var oldViewportsCount = _newState.ViewportsCount;
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var oldViewportsCount = _newState.ViewportsCount;
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var oldTopology = _topology;
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_newState.CullMode = CullModeFlags.None;
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_newState.CullMode = CullModeFlags.None;
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_newState.StencilTestEnable = false;
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_newState.StencilTestEnable = false;
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@ -658,7 +658,7 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.StencilTestEnable = oldStencilTestEnable;
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_newState.StencilTestEnable = oldStencilTestEnable;
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_newState.DepthTestEnable = oldDepthTestEnable;
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_newState.DepthTestEnable = oldDepthTestEnable;
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_newState.DepthWriteEnable = oldDepthWriteEnable;
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_newState.DepthWriteEnable = oldDepthWriteEnable;
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_newState.Topology = oldTopology;
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SetPrimitiveTopology(oldTopology);
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DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
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DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
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