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Ensure storage is set for Buffer Textures when binding an Image. (#1627)
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@ -290,6 +290,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Address, texture.Size, _isCompute);
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}
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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_imageState[stageIndex][index].Texture = hostTexture;
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