From 88bd10cd30d487cc3efba20875b32df7cdacb686 Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Fri, 6 Sep 2019 21:22:47 +1200 Subject: Extend TMEM cache implementation MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- Source/Core/VideoCommon/VertexManagerBase.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp') 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() -- cgit v1.2.3