Invalidate texture cache when the STC or native mipmaps options are changed.
Fixes minor graphical glitches in these cases. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6677 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -950,6 +950,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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DLCache::ProgressiveCleanup();
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TextureCache::Cleanup();
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// reload textures if these settings changed
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if (g_Config.bSafeTextureCache != g_ActiveConfig.bSafeTextureCache ||
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g_Config.bUseNativeMips != g_ActiveConfig.bUseNativeMips)
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TextureCache::Invalidate(false);
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// Enable any configuration changes
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UpdateActiveConfig();
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const bool WindowResized = CheckForResize();
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@ -870,7 +870,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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{
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if (bpmem.blendmode.logicopenable && !forceUpdate)
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return;
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if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
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{
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
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@ -1159,6 +1159,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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DLCache::ProgressiveCleanup();
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TextureCache::Cleanup();
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// reload textures if these settings changed
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if (g_Config.bSafeTextureCache != g_ActiveConfig.bSafeTextureCache ||
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g_Config.bUseNativeMips != g_ActiveConfig.bUseNativeMips)
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TextureCache::Invalidate(false);
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// Enable any configuration changes
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UpdateActiveConfig();
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const bool WindowResized = CheckForResize();
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@ -1350,11 +1350,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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bool last_copy_efb_to_Texture = g_ActiveConfig.bCopyEFBToTexture;
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UpdateActiveConfig();
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if (last_copy_efb_to_Texture != g_ActiveConfig.bCopyEFBToTexture)
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// reload textures if these settings changed
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if (g_Config.bSafeTextureCache != g_ActiveConfig.bSafeTextureCache ||
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g_Config.bUseNativeMips != g_ActiveConfig.bUseNativeMips)
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TextureCache::Invalidate(false);
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if (g_Config.bCopyEFBToTexture != g_ActiveConfig.bCopyEFBToTexture)
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TextureCache::ClearRenderTargets();
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UpdateActiveConfig();
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// For testing zbuffer targets.
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
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