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authorStenzek <stenzek@gmail.com>2016-10-06 00:27:02 +1000
committerStenzek <stenzek@gmail.com>2016-10-06 20:23:37 +1000
commitb6d09c61ed328259f2e43bc9e14ad725d8ba0017 (patch)
treebeb6f75982050daa3f18a51e7fc057355d3071ee /Source/Core/AudioCommon/OpenALStream.cpp
parentabb5a64919f0425db5f282803eda43b764282482 (diff)
TextureCache: Don't re-use pooled textures within the same frame
This is an issue because a driver may have to maintain two copies of a texture if it batches all uploads together at the start of a frame. In the Vulkan backend, we do something similar to avoid breaking out of a render pass to copy a texture from the streaming buffer to the destination image. This was causing issues in the sms-bubbles fifolog, where an EFB copy to the same address of a previously-used texture caused the previous texture to be re-used again for a different image later on in the frame, causing the original contents to be discarded.
Diffstat (limited to 'Source/Core/AudioCommon/OpenALStream.cpp')
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