rsx: Disable vertex cache if multithreaded memory access is enabled

- When multithreaded RSX is enabled, the vertex cache just lowers performance
- The small cost of upload is paid by the asynchronous thread, allowing RSX to work optimally
This commit is contained in:
kd-11 2019-06-17 23:08:17 +03:00 committed by kd-11
parent 0fa3bcc336
commit 59ee74a275
2 changed files with 2 additions and 2 deletions

View File

@ -31,7 +31,7 @@ GLGSRender::GLGSRender() : GSRender()
{
m_shaders_cache = std::make_unique<gl::shader_cache>(m_prog_buffer, "opengl", "v1.6");
if (g_cfg.video.disable_vertex_cache)
if (g_cfg.video.disable_vertex_cache || g_cfg.video.multithreaded_rsx)
m_vertex_cache = std::make_unique<gl::null_vertex_cache>();
else
m_vertex_cache = std::make_unique<gl::weak_vertex_cache>();

View File

@ -534,7 +534,7 @@ VKGSRender::VKGSRender() : GSRender()
m_prog_buffer = std::make_unique<VKProgramBuffer>();
if (g_cfg.video.disable_vertex_cache)
if (g_cfg.video.disable_vertex_cache || g_cfg.video.multithreaded_rsx)
m_vertex_cache = std::make_unique<vk::null_vertex_cache>();
else
m_vertex_cache = std::make_unique<vk::weak_vertex_cache>();