Avoid unbinding the current fbo on block transfer.

Improves God of War performance by 25% (at least in the demo.)
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2014-04-13 21:11:17 -07:00
parent dc0eea0522
commit f4458edc76
+3 -3
View File
@@ -1674,13 +1674,13 @@ void FramebufferManager::UpdateFromMemory(u32 addr, int size, bool safe) {
if (!Memory::IsValidAddress(displayFramebufPtr_))
return;
fbo_unbind();
currentRenderVfb_ = 0;
bool needUnbind = false;
for (size_t i = 0; i < vfbs_.size(); ++i) {
VirtualFramebuffer *vfb = vfbs_[i];
if (MaskedEqual(vfb->fb_address, addr)) {
fbo_unbind();
currentRenderVfb_ = 0;
vfb->dirtyAfterDisplay = true;
vfb->reallyDirtyAfterDisplay = true;
// TODO: This without the fbo_unbind() above would be better than destroying the FBO.