mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: only always uncommit texture in debug build
It is good for memory but bad for the speed. There is likely a better trade-off but it should be enough for now
This commit is contained in:
parent
70c3c1a48f
commit
568b96b885
|
@ -163,7 +163,12 @@ void GSDevice::Recycle(GSTexture* t)
|
|||
{
|
||||
if(t)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
// Uncommit saves memory but it means a futur allocation when we want to reuse the texture.
|
||||
// Which is slow and defeat the purpose of the m_pool cache.
|
||||
// However, it can help to spot part of texture that we forgot to commit
|
||||
t->Uncommit();
|
||||
#endif
|
||||
t->last_frame_used = m_frame;
|
||||
|
||||
m_pool.push_front(t);
|
||||
|
|
Loading…
Reference in New Issue