Stenzek b6d09c61ed 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.
2016-10-06 20:23:37 +10:00
..
2016-10-03 21:07:12 +02:00
2016-06-24 10:41:05 +02:00