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For main resource data this is probably unnecessary - most resources are never cached with the exception of sounds and textures, which are loaded permanently anyway. But for hardware textures this is different. Due to the poor precaching it is impossible to selectively evict hardware textures that are not needed any longer, so for this an MRU cache is really needed so that they do not accumulate and congest the video RAM in the process. |
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.. | ||
ancientzip.cpp | ||
ancientzip.h | ||
cache.cpp | ||
file_7z.cpp | ||
file_directory.cpp | ||
file_grp.cpp | ||
file_lump.cpp | ||
file_pak.cpp | ||
file_rff.cpp | ||
file_zip.cpp | ||
file_zip.h | ||
filesystem.cpp | ||
filesystem.h | ||
resourcefile.cpp | ||
resourcefile.h |