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authorScott Mansell <phiren@gmail.com>2019-09-06 21:22:47 +1200
committerScott Mansell <phiren@gmail.com>2021-10-12 15:51:24 +1300
commit88bd10cd30d487cc3efba20875b32df7cdacb686 (patch)
treeaf82a40fbee79a65ca4720989d5f2ed1cc4a830b /Source/Core/VideoCommon/VertexManagerBase.cpp
parenteee302c040053c481c251ae8dd4b6cc33d34ec3b (diff)
Extend TMEM cache implementation
Now works with games that deliberately avoid invalidating TMEM because they know textures are too large to fit: * Sonic Riders * Metal Arms: Glitch in the System * Godzilla: Destroy All Monsters Melee * NHL Slapshot * Tak and the Power of Juju * Night at the Museum: Battle of the Smithsonian * 428: Fūsa Sareta Shibuya de
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 73ab9af3c2..60bfa1b1d1 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -350,7 +350,7 @@ void VertexManagerBase::LoadTextures()
for (unsigned int i : usedtextures)
g_texture_cache->Load(i);
- g_texture_cache->BindTextures();
+ g_texture_cache->BindTextures(usedtextures);
}
void VertexManagerBase::Flush()