Reduce clut allocation size a bit.
Really think this probably should only be 1024 bytes, but need to work out some more details before shrinking all the way.
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2 changed files with 10 additions and 10 deletions
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@ -70,14 +70,14 @@ TextureCacheDX9::TextureCacheDX9() : cacheSizeEstimate_(0), secondCacheSizeEstim
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tmpTexBuf16.resize(1024 * 512); // 1MB
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tmpTexBufRearrange.resize(1024 * 512); // 2MB
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// Aren't these way too big?
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clutBufConverted_ = (u32 *)AllocateAlignedMemory(4096 * sizeof(u32), 16); // 16KB
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clutBufRaw_ = (u32 *)AllocateAlignedMemory(4096 * sizeof(u32), 16); // 16KB
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// TODO: Clamp down to 256/1KB? Need to check mipmapShareClut and clamp loadclut.
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clutBufConverted_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB
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clutBufRaw_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB
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// Zap these so that reads from uninitialized parts of the CLUT look the same in
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// release and debug
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memset(clutBufConverted_, 0, 4096 * sizeof(u32));
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memset(clutBufRaw_, 0, 4096 * sizeof(u32));
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memset(clutBufConverted_, 0, 1024 * sizeof(u32));
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memset(clutBufRaw_, 0, 1024 * sizeof(u32));
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D3DCAPS9 pCaps;
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ZeroMemory(&pCaps, sizeof(pCaps));
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