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Extend TMEM cache implementation
Now works with games that deliberately avoid invalidating TMEM because they know textures are too large to fit: * Sonic Riders * Metal Arms: Glitch in the System * Godzilla: Destroy All Monsters Melee * NHL Slapshot * Tak and the Power of Juju * Night at the Museum: Battle of the Smithsonian * 428: Fūsa Sareta Shibuya de
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@ -650,6 +650,7 @@
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<ClInclude Include="VideoCommon\TextureDecoder_Util.h" />
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<ClInclude Include="VideoCommon\TextureDecoder.h" />
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<ClInclude Include="VideoCommon\TextureInfo.h" />
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<ClInclude Include="VideoCommon\TMEM.h" />
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<ClInclude Include="VideoCommon\UberShaderCommon.h" />
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<ClInclude Include="VideoCommon\UberShaderPixel.h" />
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<ClInclude Include="VideoCommon\UberShaderVertex.h" />
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@ -1209,6 +1210,7 @@
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<ClCompile Include="VideoCommon\TextureConverterShaderGen.cpp" />
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<ClCompile Include="VideoCommon\TextureDecoder_Common.cpp" />
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<ClCompile Include="VideoCommon\TextureInfo.cpp" />
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<ClCompile Include="VideoCommon\TMEM.cpp" />
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<ClCompile Include="VideoCommon\UberShaderCommon.cpp" />
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<ClCompile Include="VideoCommon\UberShaderPixel.cpp" />
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<ClCompile Include="VideoCommon\UberShaderVertex.cpp" />
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