From fbee32829336385cea8f62e5c4b2063498c60f34 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Sat, 18 Mar 2017 21:47:58 +0100 Subject: [PATCH] Don't dirty texture state when kicking off a display list. This might hide real bugs and affect performance, and should not be necessary. --- GPU/GPUCommon.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index 6457fcd85f..dac13fe626 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -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);