diff options
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/RenderBase.cpp | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index a60f9b9f91..4777314194 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -1138,6 +1138,11 @@ void Renderer::EndUIFrame() BeginImGuiFrame(); } +void Renderer::ForceReloadTextures() +{ + m_force_reload_textures.Set(); +} + // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. void Renderer::UpdateWidescreenHeuristic() { @@ -1302,9 +1307,17 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6 // state changes the specialized shader will not take over. g_vertex_manager->InvalidatePipelineObject(); - // 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(); + if (m_force_reload_textures.TestAndClear()) + { + g_texture_cache->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(); + } if (!is_duplicate_frame) { |
