GPU/HW: Clear dirty rectangle when updating shadow texture
Fixes high GPU usage in Robbit mon Dieu in D3D11, should improve overall performance slightly when VRAM copies are heavily used.
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@ -805,6 +805,8 @@ void GPU_HW_D3D11::UpdateVRAMReadTexture()
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const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
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m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
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&src_box);
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GPU_HW::UpdateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateDepthBufferFromMaskBit()
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