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Hold reference for render targets in use (#2156)
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@ -1188,6 +1188,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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IsModified = true;
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Group.SignalModifying(this, bound, !wasModified);
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}
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if (bound)
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{
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IncrementReferenceCount();
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}
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else
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{
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DecrementReferenceCount();
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}
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}
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/// <summary>
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@ -197,6 +197,27 @@ namespace Ryujinx.Graphics.Gpu.Image
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return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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depthStencil?.SignalModifying(true);
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_rtDepthStencil = depthStencil;
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}
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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@ -290,27 +311,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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depthStencil?.SignalModifying(true);
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_rtDepthStencil = depthStencil;
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}
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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