shader cache: Fix invalid virtual address clean up (#1717)
* shader cache: Fix invalid virtual address clean up This fix an issue causing the virtual address of texture descriptors to not be cleaned up when caching and instead cleaning texture format and swizzle. This should fix duplicate high duplication in the cache for certain games and possible texture corruption issues. **THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE** * shader cache: Address gdk's comment
This commit is contained in:
@ -35,9 +35,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache;
|
||||
|
||||
/// <summary>
|
||||
/// Version of the codegen (to be incremented when codegen changes).
|
||||
/// Version of the codegen (to be changed when codegen or guest format change).
|
||||
/// </summary>
|
||||
private const ulong ShaderCodeGenVersion = 1;
|
||||
private const ulong ShaderCodeGenVersion = 1717;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader cache.
|
||||
@ -888,7 +888,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
|
||||
foreach (int textureHandle in textureHandlesInUse)
|
||||
{
|
||||
GuestTextureDescriptor textureDescriptor = gpuAccessor.GetTextureDescriptor(textureHandle).ToCache();
|
||||
GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache();
|
||||
|
||||
textureDescriptor.Handle = (uint)textureHandle;
|
||||
|
||||
|
Reference in New Issue
Block a user