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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:
committed by
Henrik Rydgard
parent
3e268e4d37
commit
242daae00a
@@ -464,7 +464,9 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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VkImageView imageView = VK_NULL_HANDLE;
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VkSampler sampler = VK_NULL_HANDLE;
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if (gstate_c.textureChanged != TEXCHANGE_UNCHANGED && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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// TODO: The descriptor set seems to be unbinding the texture when not specified. Cache it or the imageView instead?
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// TODO: Add this back when fixed: gstate_c.textureChanged != TEXCHANGE_UNCHANGED &&
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if (!gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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gstate_c.textureChanged = TEXCHANGE_UNCHANGED;
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if (gstate_c.needShaderTexClamp) {
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