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Ensure storage is set for Buffer Textures when binding an Image. (#1627)

riperiperi 5 лет назад
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Сommit
08332bdc04
1 измененных файлов с 8 добавлено и 0 удалено
  1. 8 0
      Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs

+ 8 - 0
Ryujinx.Graphics.Gpu/Image/TextureBindingsManager.cs

@@ -290,6 +290,14 @@ namespace Ryujinx.Graphics.Gpu.Image
 
                 ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
 
+                if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
+                {
+                    // Ensure that the buffer texture is using the correct buffer as storage.
+                    // Buffers are frequently re-created to accomodate larger data, so we need to re-bind
+                    // to ensure we're not using a old buffer that was already deleted.
+                    _context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
+                }
+
                 if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
                 {
                     _imageState[stageIndex][index].Texture = hostTexture;