Enable hires textures even when texture dumping is enabled.
Remove some deprecated code.
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8d30ac462a
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@ -334,7 +334,7 @@ void GFXDebuggerPanel::OnClearScreenButton(wxCommandEvent& event)
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void GFXDebuggerPanel::OnClearTextureCacheButton(wxCommandEvent& event)
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{
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TextureCache::Invalidate(false);
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TextureCache::Invalidate();
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}
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void GFXDebuggerPanel::OnClearVertexShaderCacheButton(wxCommandEvent& event)
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@ -203,7 +203,7 @@ void VideoBackendHardware::DoState(PointerWrap& p)
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// Clear all caches that touch RAM
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// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
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TextureCache::Invalidate(false);
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TextureCache::Invalidate();
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VertexLoaderManager::MarkAllDirty();
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}
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}
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@ -61,28 +61,19 @@ TextureCache::TextureCache()
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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// TODO: Kill shutdown parameter...
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void TextureCache::Invalidate(bool shutdown)
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void TextureCache::Invalidate()
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{
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TexCache::iterator
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iter = textures.begin(),
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tcend = textures.end();
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for (; iter != tcend; ++iter)
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{
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if (shutdown)
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iter->second->addr = 0;
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delete iter->second;
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}
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textures.clear();
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if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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TextureCache::~TextureCache()
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{
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Invalidate(true);
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if (temp)
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{
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FreeAlignedMemory(temp);
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@ -100,7 +91,14 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
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config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay ||
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config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center ||
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config.bHiresTextures != backup_config.s_hires_textures)
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g_texture_cache->Invalidate(false);
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{
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g_texture_cache->Invalidate();
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if(g_ActiveConfig.bHiresTextures)
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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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// TODO: Probably shouldn't clear all render targets here, just mark them dirty or something.
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if (config.bEFBCopyCacheEnable != backup_config.s_copy_cache_enable || // TODO: not sure if this is needed?
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@ -105,7 +105,7 @@ public:
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static void OnConfigChanged(VideoConfig& config);
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static void Cleanup();
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static void Invalidate(bool shutdown);
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static void Invalidate();
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static void InvalidateRange(u32 start_address, u32 size);
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static void MakeRangeDynamic(u32 start_address, u32 size);
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static void ClearRenderTargets(); // currently only used by OGL
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@ -237,7 +237,7 @@ void TeardownDeviceObjects()
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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delete g_framebuffer_manager;
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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TextureCache::Invalidate();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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PixelShaderCache::Shutdown();
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