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Don't dirty texture state when kicking off a display list. This might hide real bugs and affect performance, and should not be necessary.
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1 changed files with 0 additions and 4 deletions
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@ -1103,10 +1103,6 @@ void GPUCommon::ProcessDLQueueInternal() {
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cyclesExecuted = 0;
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UpdateTickEstimate(std::max(busyTicks, startingTicks + cyclesExecuted));
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// Game might've written new texture data.
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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// Seems to be correct behaviour to process the list anyway?
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if (startingTicks < busyTicks) {
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DEBUG_LOG(G3D, "Can't execute a list yet, still busy for %lld ticks", busyTicks - startingTicks);
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