GE Debugger: Fix asserts when reading debug tex.

This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass.  So we must have a render
pass.
This commit is contained in:
Unknown W. Brackets 2018-06-11 14:56:25 -07:00
parent 0ed2c03350
commit ccef997a7a

View file

@ -841,6 +841,8 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
framebufferManagerGL_->RebindFramebuffer();
ApplyTexture();
// TODO: Centralize?