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.
This commit is contained in:
Connor McLaughlin
2020-06-02 21:45:36 +10:00
parent 9ea163e666
commit c8e1881ea9
4 changed files with 11 additions and 3 deletions

View File

@ -157,7 +157,7 @@ protected:
static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
}
virtual void UpdateVRAMReadTexture() = 0;
virtual void UpdateVRAMReadTexture();
virtual void UpdateDepthBufferFromMaskBit() = 0;
virtual void SetScissorFromDrawingArea() = 0;
virtual void MapBatchVertexPointer(u32 required_vertices) = 0;