Disable last texture reuse for now.

This will be slower, but otherwise a lot of textures are missing in
various games, like Final Fantasy 4.  Better to get all the bugs out first
and then start optimizing.

Note: there is still missing drawing in Final Fantasy 4, but only text
after this change.
This commit is contained in:
Unknown W. Brackets
2016-03-20 19:31:02 +01:00
committed by Henrik Rydgard
parent 3e268e4d37
commit 242daae00a
+3 -1
View File
@@ -464,7 +464,9 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
VkImageView imageView = VK_NULL_HANDLE;
VkSampler sampler = VK_NULL_HANDLE;
if (gstate_c.textureChanged != TEXCHANGE_UNCHANGED && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
// TODO: The descriptor set seems to be unbinding the texture when not specified. Cache it or the imageView instead?
// TODO: Add this back when fixed: gstate_c.textureChanged != TEXCHANGE_UNCHANGED &&
if (!gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.textureChanged = TEXCHANGE_UNCHANGED;
if (gstate_c.needShaderTexClamp) {