Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex. Specifically fixes a random chance of full screen colour flickering in Super Mario Party. * Apply suggestions from code review Oops Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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@ -417,7 +417,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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{
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foreach (int textureHandle in context.TextureHandlesForCache)
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{
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GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache();
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GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache();
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textureDescriptor.Handle = (uint)textureHandle;
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