From 242daae00a010b2fc82b90e15987cdd808a4ca8b Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 13 Mar 2016 18:41:26 -0700 Subject: [PATCH] Disable last texture reuse for now. This will be slower, but otherwise a lot of textures are missing in various games, like Final Fantasy 4. Better to get all the bugs out first and then start optimizing. Note: there is still missing drawing in Final Fantasy 4, but only text after this change. --- GPU/Vulkan/DrawEngineVulkan.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/GPU/Vulkan/DrawEngineVulkan.cpp b/GPU/Vulkan/DrawEngineVulkan.cpp index 248e2cdbe8..089f8d267f 100644 --- a/GPU/Vulkan/DrawEngineVulkan.cpp +++ b/GPU/Vulkan/DrawEngineVulkan.cpp @@ -464,7 +464,9 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) { VkImageView imageView = VK_NULL_HANDLE; VkSampler sampler = VK_NULL_HANDLE; - if (gstate_c.textureChanged != TEXCHANGE_UNCHANGED && !gstate.isModeClear() && gstate.isTextureMapEnabled()) { + // TODO: The descriptor set seems to be unbinding the texture when not specified. Cache it or the imageView instead? + // TODO: Add this back when fixed: gstate_c.textureChanged != TEXCHANGE_UNCHANGED && + if (!gstate.isModeClear() && gstate.isTextureMapEnabled()) { textureCache_->SetTexture(); gstate_c.textureChanged = TEXCHANGE_UNCHANGED; if (gstate_c.needShaderTexClamp) {