- allocate new texture descriptor pool if it is full

This commit is contained in:
Magnus Norddahl 2019-04-09 14:06:24 +02:00
commit d47891d20a
5 changed files with 60 additions and 21 deletions

View file

@ -620,8 +620,7 @@ void VulkanFrameBuffer::TextureFilterChanged()
if (mSamplerManager)
{
// Destroy the texture descriptors as they used the old samplers
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->ResetDescriptors();
VkHardwareTexture::ResetAllDescriptors();
mSamplerManager->SetTextureFilterMode();
}
@ -630,8 +629,7 @@ void VulkanFrameBuffer::TextureFilterChanged()
void VulkanFrameBuffer::StartPrecaching()
{
// Destroy the texture descriptors to avoid problems with potentially stale textures.
for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
cur->ResetDescriptors();
VkHardwareTexture::ResetAllDescriptors();
}
void VulkanFrameBuffer::BlurScene(float amount)