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authorScott Mansell <phiren@gmail.com>2023-01-31 00:46:10 +1300
committerScott Mansell <phiren@gmail.com>2023-01-31 19:41:24 +1300
commit0da69055d9f41d838bdf94b66805540c746eaa7d (patch)
tree74363fda70c41594e6a24d64d8e62bc78d26685f /Source/Core/VideoCommon/TextureCacheBase.cpp
parent2a18b34a73f4f1bc798dab0a5eec46c222ec7429 (diff)
Split out everying remaining from Swap
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp17
1 files changed, 17 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 21b58d931e..6029f09c5c 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -769,6 +769,23 @@ 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.
+ g_texture_cache->FlushEFBCopies();
+ }
+
+ g_texture_cache->Cleanup(g_renderer->m_frame_count);
+}
+
void TCacheEntry::DoState(PointerWrap& p)
{
p.Do(addr);