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renderer_vulkan: Fix Surface::ScaleUp scale/sample increase
This should be checking the _new_ value to possibly cull upscaled texture creation rather than the current value of the surface. Fixes broken up render passes when drawing UI in some games.
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1 changed files with 3 additions and 4 deletions
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@ -1234,9 +1234,8 @@ void Surface::ScaleUp(u32 new_scale, u8 new_sample_count) {
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flags |= vk::ImageCreateFlagBits::eMutableFormat;
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}
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bool res_scale_modified = false;
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if (res_scale != new_scale && res_scale > 1) {
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res_scale_modified = res_scale != new_scale;
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const bool res_scale_modified = res_scale != new_scale;
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if (res_scale_modified && new_scale > 1) {
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res_scale = new_scale;
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handles[Type::Scaled].Create(GetScaledWidth(), GetScaledHeight(), levels, texture_type,
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@ -1265,7 +1264,7 @@ void Surface::ScaleUp(u32 new_scale, u8 new_sample_count) {
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}
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}
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if ((res_scale_modified || sample_count != new_sample_count) && sample_count > 1) {
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if ((res_scale_modified || sample_count != new_sample_count) && new_sample_count > 1) {
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sample_count = new_sample_count;
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handles[Type::MultiSampled].Create(GetScaledWidth(), GetScaledHeight(), levels,
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texture_type, traits.native,
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