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GE Debugger: Fix asserts when reading debug tex.

This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass.  So we must have a render
pass.
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unknownbrackets committed Jun 11, 2018
1 parent 0ed2c03 commit ccef997a7a1d5126f592d091cc7381f6c0041e09
Showing with 2 additions and 0 deletions.
  1. +2 −0 GPU/GLES/TextureCacheGLES.cpp
@@ -841,6 +841,8 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
framebufferManagerGL_->RebindFramebuffer();
ApplyTexture();
// TODO: Centralize?

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