gpu: create texture views before rebinding overlapping images

This commit is contained in:
Çağatay Güçlü authored and nmzik committed 2026-10-05 02:24:51 +04:00
1 parent 5940e623d5
commit a2f851788f
3 files changed
+93 -4

No files matched your search

+2 -1
View File
@@ -714,7 +714,8 @@ ImageId TextureCache::ResolveDepthOverlap(const ImageInfo& requested, BindingTyp
cached.info.data.size / cached.info.resources.layers &&
!requested.HasStencil() && !cached.info.HasStencil() && !requested.HasMetadata() &&
!cached.info.HasMetadata();
bool recreate = cached.info.resources < requested.resources;
bool recreate = cached.info.resources < requested.resources ||
requested.IsVolume() != cached.info.IsVolume();
switch (binding) {
case BindingType::Texture:
recreate |= requested.IsDepth() && !cached.info.IsDepth();