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authordegasus <wickmarkus@web.de>2017-03-22 09:15:09 +0100
committerdegasus <wickmarkus@web.de>2017-03-22 23:28:42 +0100
commitca8d9e22150a372c42fe44b4966a1fb7e73e05d8 (patch)
tree0beb232ed9fb3c7872ed7ed8b541450ece39ef7b /Source/UnitTests/Common/BitSetTest.cpp
parent9ea59133b3f42a6551ebf7b7bc94b837afee23d2 (diff)
TextureCache: Don't lock freed rendertargets for one frame.
New Super Mario Bros on PAL still renders at 60 fps, but skips every 5th XFB copy. So our detection of "per frame" fails, and we require twice the amound of texture objects. But our pool frees unused textures after 3 frames, so half of them needs to be reallocated every few frames. This commit removes the lock for render targets. It was introduced to not update a texture while it is still in use. But render targets aren't updated while rendering, so this lock isn't needed. Non-rendertarget textures however aren't as dynamic, so the lock should have no performance update.
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