Merge pull request #9449 from hrydgard/remove-texture-hash-failsafe

Don't dirty texture state when kicking off a display list.
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Henrik Rydgård authored and GitHub committed 2017-03-18 22:28:31 +01:00
commit f6463ae43f
1 file changed
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@@ -1103,10 +1103,6 @@ void GPUCommon::ProcessDLQueueInternal() {
cyclesExecuted = 0;
UpdateTickEstimate(std::max(busyTicks, startingTicks + cyclesExecuted));
// Game might've written new texture data.
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
// Seems to be correct behaviour to process the list anyway?
if (startingTicks < busyTicks) {
DEBUG_LOG(G3D, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks);