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Only call texture barrier if we are sampling from current FB
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@ -1278,7 +1278,8 @@ void FrameBuffer_ActivateBufferTexture(u32 t, u32 _frameBufferAddress)
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// frameBufferList().renderBuffer(pBuffer->m_startAddress);
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// frameBufferList().renderBuffer(pBuffer->m_startAddress);
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textureCache().activateTexture(t, pTexture);
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textureCache().activateTexture(t, pTexture);
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gfxContext.textureBarrier();
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if (pBuffer == frameBufferList().getCurrent())
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gfxContext.textureBarrier();
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gDP.changed |= CHANGED_FB_TEXTURE;
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gDP.changed |= CHANGED_FB_TEXTURE;
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}
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}
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@ -1294,7 +1295,8 @@ void FrameBuffer_ActivateBufferTextureBG(u32 t, u32 _frameBufferAddress)
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// frameBufferList().renderBuffer(pBuffer->m_startAddress);
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// frameBufferList().renderBuffer(pBuffer->m_startAddress);
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textureCache().activateTexture(t, pTexture);
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textureCache().activateTexture(t, pTexture);
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gfxContext.textureBarrier();
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if (pBuffer == frameBufferList().getCurrent())
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gfxContext.textureBarrier();
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gDP.changed |= CHANGED_FB_TEXTURE;
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gDP.changed |= CHANGED_FB_TEXTURE;
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}
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}
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