mirror of https://github.com/PCSX2/pcsx2.git
GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5293 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -452,7 +452,10 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* o, const GSVector4i& r)
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// note: r.rintersect breaks Wizardry and Chaos Legion
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// note: r.rintersect breaks Wizardry and Chaos Legion
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// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
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// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
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if (r.x == 0 && r.y == 0) // Full screen read?
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if (r.x == 0 && r.y == 0) // Full screen read?
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{
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Read(t, t->m_valid);
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Read(t, t->m_valid);
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t->m_valid = GSVector4i::zero();
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}
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else // Block level read?
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else // Block level read?
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Read(t, r.rintersect(t->m_valid));
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Read(t, r.rintersect(t->m_valid));
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}
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}
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@ -771,7 +774,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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else
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else
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{
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{
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if (dst)
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if (dst)
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{
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Read(dst, dst->m_valid);
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Read(dst, dst->m_valid);
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dst->m_valid = GSVector4i::zero();
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}
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if (m_paltex && psm.pal > 0)
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if (m_paltex && psm.pal > 0)
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{
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{
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src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
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src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
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