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GPU: Fix texture handling on framebuf detach.

We were never creating/recreating the texture, so we ended up with null.
Caused all sorts of problems.
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unknownbrackets committed Aug 25, 2018
1 parent 17de6ad commit 3f48e446b6f2113ff9e5eeffdb3596353710ae1c
Showing with 4 additions and 0 deletions.
  1. +3 −0 GPU/Common/TextureCacheCommon.cpp
  2. +1 −0 ext/native/thin3d/GLRenderManager.cpp
@@ -713,6 +713,9 @@ void TextureCacheCommon::DetachFramebuffer(TexCacheEntry *entry, u32 address, Vi
const u64 cachekey = entry->CacheKey();
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
entry->framebuffer = nullptr;
// Force the hash to change in case we had one before.
// Otherwise we never recreate the texture.
entry->hash ^= 1;
fbTexInfo_.erase(cachekey);
host->GPUNotifyTextureAttachment(entry->addr);
}
@@ -345,6 +345,7 @@ bool GLRenderManager::CopyFramebufferToMemorySync(GLRFramebuffer *src, int aspec
}
void GLRenderManager::CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
_assert_(texture);
GLRStep *step = new GLRStep{ GLRStepType::READBACK_IMAGE };
step->readback_image.texture = texture;
step->readback_image.mipLevel = mipLevel;

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