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gsdx ogl: only always uncommit texture in debug build

It is good for memory but bad for the speed. There is likely a better trade-off
but it should be enough for now
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gregory38 authored and lightningterror committed Apr 10, 2019
1 parent 70c3c1a commit 568b96b8859c21deaccf8a5e0a0213320def55f8
Showing with 5 additions and 0 deletions.
  1. +5 −0 plugins/GSdx/Renderers/Common/GSDevice.cpp
@@ -163,7 +163,12 @@ void GSDevice::Recycle(GSTexture* t)
{
if(t)
{
#ifdef _DEBUG
// Uncommit saves memory but it means a futur allocation when we want to reuse the texture.
// Which is slow and defeat the purpose of the m_pool cache.
// However, it can help to spot part of texture that we forgot to commit
t->Uncommit();
#endif
t->last_frame_used = m_frame;

m_pool.push_front(t);

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