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

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riperiperi 2020-10-20 22:56:23 +01:00 committed by GitHub
parent 5264d55b39
commit 08332bdc04
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@ -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;