Merge pull request #7408 from AdmiralCurtiss/twin-snakes-cutscene-flicker-fix
Do not consider XFB copies for invalidating textures when loading a new texture.
This commit is contained in:
commit
58b0a284a8
|
@ -811,6 +811,11 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
|
|||
continue;
|
||||
}
|
||||
|
||||
// TODO: Some games (Rogue Squadron 3, Twin Snakes) seem to load a previously made XFB
|
||||
// copy as a regular texture. You can see this particularly well in RS3 whenever the
|
||||
// game freezes the image and fades it out to black on screen transitions, which fades
|
||||
// out a purple screen in XFB2Tex. Check for this here and convert them if necessary.
|
||||
|
||||
// Do not load strided EFB copies, they are not meant to be used directly.
|
||||
// Also do not directly load EFB copies, which were partly overwritten.
|
||||
if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
|
||||
|
@ -863,8 +868,10 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
|
|||
// improves the performance a lot in some games that use paletted textures.
|
||||
// Example: Sonic the Fighters (inside Sonic Gems Collection)
|
||||
// Skip EFB copies here, so they can be used for partial texture updates
|
||||
// Also skip XFB copies, we might need to still scan them out
|
||||
// or load them as regular textures later.
|
||||
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
|
||||
!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
|
||||
!entry->IsCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
|
||||
{
|
||||
temp_frameCount = entry->frameCount;
|
||||
oldest_entry = iter;
|
||||
|
|
Loading…
Reference in New Issue