diff --git a/plugins/GSdx/GSDevice.cpp b/plugins/GSdx/GSDevice.cpp index ef0b0cf30a..69af182383 100644 --- a/plugins/GSdx/GSDevice.cpp +++ b/plugins/GSdx/GSDevice.cpp @@ -158,6 +158,15 @@ void GSDevice::Recycle(GSTexture* t) { if(t) { + // FIXME: WARNING: Broken Texture Cache reuse render target without any + // cleaning (or uploading of correct gs mem data) Ofc it is wrong. If + // blending is enabled, rendering would be completely broken. However + // du to wrong invalidation of the TC it is sometimes better to reuse + // (partially) wrong data... + // + // Invalidating the data might be even worse. I'm not sure invalidating data really + // help on the perf. But people reports better perf on BDG2 (memory intensive) on OpenGL. + // It could be the reason. t->Invalidate(); t->last_frame_used = m_frame;