diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2023-03-22 20:56:13 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2023-06-07 18:30:10 -0500 |
| commit | e831d7b6bb82da618db9f33e62c8f197dec079bf (patch) | |
| tree | 27c8fdcf4a29c750ca780ffa8f688815cd03133d /Source/Core/VideoCommon/TextureCacheBase.cpp | |
| parent | ca8d6748d6409943d758b59bf255a161061a648e (diff) | |
InputCommon / VideoCommon: remove dynamic input reloading the texture cache, this is no longer needed, assets reload automatically!
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureCacheBase.cpp | 26 |
1 files changed, 4 insertions, 22 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index 5bb8993897..fc5c26b5a8 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -145,17 +145,6 @@ void TextureCacheBase::Invalidate() texture_pool.clear(); } -void TextureCacheBase::ForceReload() -{ - Invalidate(); - - // Clear all current hires textures, they are invalid - HiresTexture::Clear(); - - // Load fresh - HiresTexture::Update(); -} - void TextureCacheBase::OnConfigChanged(const VideoConfig& config) { if (config.bHiresTextures != backup_config.hires_textures || @@ -781,17 +770,10 @@ void TextureCacheBase::DoLoadState(PointerWrap& p) void TextureCacheBase::OnFrameEnd() { - if (m_force_reload_textures.TestAndClear()) - { - ForceReload(); - } - else - { - // Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame - // rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending - // copies. - FlushEFBCopies(); - } + // Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame + // rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending + // copies. + FlushEFBCopies(); Cleanup(g_presenter->FrameCount()); } |
