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