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Transition texture layout to eGeneral
after creation
As we no longer set the layout to general inside the Texture constructor, yet, we need it to be set prior to the image being used as an attachment. We need to transition the layout to `eGeneral` after creation of the texture object.
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@ -148,6 +148,8 @@ namespace skyline::gpu {
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return stagingBuffer;
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} else if (tiling == vk::ImageTiling::eLinear) {
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// We can optimize linear texture sync on a UMA by mapping the texture onto the CPU and copying directly into it rather than a staging buffer
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if (layout == vk::ImageLayout::eUndefined)
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TransitionLayout(vk::ImageLayout::eGeneral);
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bufferData = std::get<memory::Image>(backing).data();
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if (cycle.lock() != pCycle)
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WaitOnFence();
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@ -69,6 +69,7 @@ namespace skyline::gpu {
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// Create a texture as we cannot find one that matches
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auto texture{std::make_shared<Texture>(gpu, guestTexture)};
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texture->TransitionLayout(vk::ImageLayout::eGeneral);
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auto it{texture->guest->mappings.begin()};
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textures.emplace(mappingEnd, TextureMapping{texture, it, guestMapping});
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while ((++it) != texture->guest->mappings.end()) {
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