mirror of https://github.com/PCSX2/pcsx2.git
GS/Vulkan: Avoid incorrect-layout RT descriptor
This commit is contained in:
parent
0998c5539a
commit
98f7c29683
|
@ -5638,6 +5638,10 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
|
||||||
{
|
{
|
||||||
pxAssertMsg(m_features.texture_barrier, "Texture barriers enabled");
|
pxAssertMsg(m_features.texture_barrier, "Texture barriers enabled");
|
||||||
PSSetShaderResource(2, draw_rt, false);
|
PSSetShaderResource(2, draw_rt, false);
|
||||||
|
|
||||||
|
// If this is the first draw to the target as a feedback loop, make sure we re-generate the texture descriptor.
|
||||||
|
// Otherwise, we might have a previous descriptor left over, that has the RT in a different state.
|
||||||
|
m_dirty_flags |= (skip_first_barrier ? DIRTY_FLAG_TFX_TEXTURE_RT : 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Begin render pass if new target or out of the area.
|
// Begin render pass if new target or out of the area.
|
||||||
|
|
Loading…
Reference in New Issue