- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice speedup (but could potentially be bad, please check..)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1584 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
ramapcsx2 2009-07-30 00:21:33 +00:00
parent 83081605b4
commit a0828bc8f9
3 changed files with 3 additions and 3 deletions

View File

@ -127,7 +127,7 @@ void GSDevice::Recycle(GSTexture* t)
{
m_pool.push_front(t);
while(m_pool.size() > 200)
while(m_pool.size() > 600)
{
delete m_pool.back();

View File

@ -269,7 +269,7 @@ void GSDevice10::DrawPrimitive()
void GSDevice10::EndScene()
{
PSSetShaderResources(NULL, NULL);
//PSSetShaderResources(NULL, NULL);
// not clearing the rt/ds gives a little fps boost in complex games (5-10%)

View File

@ -268,7 +268,7 @@ void GSDevice11::DrawPrimitive()
void GSDevice11::EndScene()
{
PSSetShaderResources(NULL, NULL);
//PSSetShaderResources(NULL, NULL);
// not clearing the rt/ds gives a little fps boost in complex games (5-10%)