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Attach Texture to Cycle in Texture::TransitionLayout
Not doing so could result in the texture being destroyed before the completion of a transition and lead to undefined behavior.
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@ -377,8 +377,8 @@ namespace skyline::gpu {
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TRACE_EVENT("gpu", "Texture::TransitionLayout");
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TRACE_EVENT("gpu", "Texture::TransitionLayout");
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if (layout != pLayout)
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if (layout != pLayout) {
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cycle = gpu.scheduler.Submit([&](vk::raii::CommandBuffer &commandBuffer) {
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auto lCycle{gpu.scheduler.Submit([&](vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eBottomOfPipe, {}, {}, {}, vk::ImageMemoryBarrier{
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commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eBottomOfPipe, {}, {}, {}, vk::ImageMemoryBarrier{
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.image = GetBacking(),
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.image = GetBacking(),
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.srcAccessMask = vk::AccessFlagBits::eNoneKHR,
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.srcAccessMask = vk::AccessFlagBits::eNoneKHR,
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@ -393,7 +393,10 @@ namespace skyline::gpu {
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.layerCount = layerCount,
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.layerCount = layerCount,
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},
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},
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});
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});
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});
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})};
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lCycle->AttachObject(shared_from_this());
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cycle = lCycle;
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}
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}
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}
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void Texture::SynchronizeHost(bool rwTrap) {
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void Texture::SynchronizeHost(bool rwTrap) {
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