GS/TextureCache: Force hash caching for replaced textures

If we didn't do this, and preloading wasn't set to full, we'd partial
load the texture, and it wouldn't be in the hash cache. Then, when the
replacement came back (after being asynchronously loaded), there'd be
nothing for it to swap out with.
This commit is contained in:
Connor McLaughlin 2022-05-13 21:24:35 +10:00 committed by refractionpcsx2
parent e456fb8f88
commit 00751dc5d3
1 changed files with 5 additions and 1 deletions

View File

@ -1546,7 +1546,7 @@ GSTextureCache::HashCacheEntry* GSTextureCache::LookupHashCache(const GIFRegTEX0
const bool dump = GSConfig.DumpReplaceableTextures && (!FMVstarted || GSConfig.DumpTexturesWithFMVActive) &&
(clut ? GSConfig.DumpPaletteTextures : GSConfig.DumpDirectTextures);
const bool replace = GSConfig.LoadTextureReplacements;
const bool can_cache = CanCacheTextureSize(TEX0.TW, TEX0.TH);
bool can_cache = CanCacheTextureSize(TEX0.TW, TEX0.TH);
if (!dump && !replace && !can_cache)
return nullptr;
@ -1609,6 +1609,10 @@ GSTextureCache::HashCacheEntry* GSTextureCache::LookupHashCache(const GIFRegTEX0
// we didn't have a texture immediately, but there is a replacement available (and being loaded).
// so clear paltex, since when it gets injected back, it's not going to be indexed
paltex = false;
// if the hash cache is disabled, this will be false, and we need to force it to be cached,
// so that when the replacement comes back, there's something for it to swap with.
can_cache = true;
}
}