diff --git a/Core/HLE/sceAtrac.cpp b/Core/HLE/sceAtrac.cpp index f83d9ffdf1..7fcfc949d5 100644 --- a/Core/HLE/sceAtrac.cpp +++ b/Core/HLE/sceAtrac.cpp @@ -1795,8 +1795,7 @@ static u32 sceAtracResetPlayPosition(int atracID, int sample, int bytesWrittenFi // Did we transition to a full buffer? if (atrac->first_.size >= atrac->first_.filesize) { atrac->first_.size = atrac->first_.filesize; - if (atrac->bufferState_ == ATRAC_STATUS_HALFWAY_BUFFER) - atrac->bufferState_ = ATRAC_STATUS_ALL_DATA_LOADED; + atrac->bufferState_ = ATRAC_STATUS_ALL_DATA_LOADED; } } else { if (bufferInfo.first.filePos > atrac->first_.filesize) { diff --git a/GPU/GLES/ShaderManagerGLES.cpp b/GPU/GLES/ShaderManagerGLES.cpp index dc36d8e114..431da419f4 100644 --- a/GPU/GLES/ShaderManagerGLES.cpp +++ b/GPU/GLES/ShaderManagerGLES.cpp @@ -1109,7 +1109,6 @@ bool ShaderManagerGLES::LoadCache(File::IOFile &f) { // Give up on using the cache, just bail. We can't safely create the fallback shaders here // without trying to deduce the vertType from the VSID. ERROR_LOG(G3D, "Failed to compile a vertex shader loading from cache. Skipping rest of shader cache."); - delete vs; pending.Clear(); return false; } @@ -1127,7 +1126,6 @@ bool ShaderManagerGLES::LoadCache(File::IOFile &f) { // Give up on using the cache - something went wrong. // We'll still keep the shaders we generated so far around. ERROR_LOG(G3D, "Failed to compile a fragment shader loading from cache. Skipping rest of shader cache."); - delete fs; pending.Clear(); return false; }