mirror of https://github.com/PCSX2/pcsx2.git
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.
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@ -1546,7 +1546,7 @@ GSTextureCache::HashCacheEntry* GSTextureCache::LookupHashCache(const GIFRegTEX0
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const bool dump = GSConfig.DumpReplaceableTextures && (!FMVstarted || GSConfig.DumpTexturesWithFMVActive) &&
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(clut ? GSConfig.DumpPaletteTextures : GSConfig.DumpDirectTextures);
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const bool replace = GSConfig.LoadTextureReplacements;
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const bool can_cache = CanCacheTextureSize(TEX0.TW, TEX0.TH);
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bool can_cache = CanCacheTextureSize(TEX0.TW, TEX0.TH);
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if (!dump && !replace && !can_cache)
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return nullptr;
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@ -1609,6 +1609,10 @@ GSTextureCache::HashCacheEntry* GSTextureCache::LookupHashCache(const GIFRegTEX0
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// we didn't have a texture immediately, but there is a replacement available (and being loaded).
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// so clear paltex, since when it gets injected back, it's not going to be indexed
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paltex = false;
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// if the hash cache is disabled, this will be false, and we need to force it to be cached,
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// so that when the replacement comes back, there's something for it to swap with.
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can_cache = true;
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}
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}
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