Don't dirty texture state when kicking off a display list. This might hide real bugs and affect performance, and should not be necessary.

This commit is contained in:
Henrik Rydgard 2017-03-18 21:47:58 +01:00
parent 23367925f1
commit fbee328293

View file

@ -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);