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synced 2026-11-07 04:26:01 -10:00
TextureCache: EFB copies kept across a savestate load on OpenGL too
Loading a state on OpenGL no longer throws the texture cache away after restoring it: the EFB copies the state carries, the XFB copies among them, are found again as on the other backends, instead of the next picture being decoded from RAM, which the copies never wrote, and shown as garbage.
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-12
@@ -56,9 +56,6 @@
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#ifdef __LIBRETRO__
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#include "VideoCommon/VideoBackendBase.h"
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#endif
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static const u64 TEXHASH_INVALID = 0;
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// Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
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@@ -562,16 +559,7 @@ void TextureCacheBase::DoState(PointerWrap& p)
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if (p.IsWriteMode() || p.IsMeasureMode())
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DoSaveState(p);
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else
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{
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DoLoadState(p);
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#ifdef __LIBRETRO__
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if (p.IsReadMode() &&
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g_video_backend && g_video_backend->GetConfigName() == "OGL")
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{
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Invalidate();
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}
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#endif
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}
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}
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void TextureCacheBase::DoSaveState(PointerWrap& p)
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