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rsx: Disable vertex cache if multithreaded memory access is enabled
- When multithreaded RSX is enabled, the vertex cache just lowers performance - The small cost of upload is paid by the asynchronous thread, allowing RSX to work optimally
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@ -31,7 +31,7 @@ GLGSRender::GLGSRender() : GSRender()
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{
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m_shaders_cache = std::make_unique<gl::shader_cache>(m_prog_buffer, "opengl", "v1.6");
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if (g_cfg.video.disable_vertex_cache)
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if (g_cfg.video.disable_vertex_cache || g_cfg.video.multithreaded_rsx)
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m_vertex_cache = std::make_unique<gl::null_vertex_cache>();
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else
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m_vertex_cache = std::make_unique<gl::weak_vertex_cache>();
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@ -534,7 +534,7 @@ VKGSRender::VKGSRender() : GSRender()
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m_prog_buffer = std::make_unique<VKProgramBuffer>();
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if (g_cfg.video.disable_vertex_cache)
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if (g_cfg.video.disable_vertex_cache || g_cfg.video.multithreaded_rsx)
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m_vertex_cache = std::make_unique<vk::null_vertex_cache>();
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else
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m_vertex_cache = std::make_unique<vk::weak_vertex_cache>();
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