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Fix missing texture flush for draw then DMA copy sequence without render target change (#5933)
* Unbind render targets before DMA copy * Move DirtyAction to TextureGroupHandle * Fix lost copy dependency bug * XML doc
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@ -101,11 +101,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Indicates that the texture was modified since the last time it was flushed.
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/// </summary>
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public bool ModifiedSinceLastFlush { get; set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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@ -1443,7 +1438,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (_modifiedStale || Group.HasCopyDependencies || Group.HasFlushBuffer)
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{
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_modifiedStale = false;
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Group.SignalModifying(this, bound, bound || ModifiedSinceLastFlush || Group.HasCopyDependencies || Group.HasFlushBuffer);
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Group.SignalModifying(this, bound);
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}
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_physicalMemory.TextureCache.Lift(this);
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