Merge pull request #5134 from degasus/texture_cache

TextureCache: Don't lock freed rendertargets for one frame.
This commit is contained in:
Markus Wick 2017-03-23 09:48:32 +01:00 committed by GitHub
commit 6d065a02b5
1 changed files with 5 additions and 3 deletions

View File

@ -36,8 +36,8 @@
#include "VideoCommon/VideoConfig.h"
static const u64 TEXHASH_INVALID = 0;
static const int TEXTURE_KILL_THRESHOLD =
64; // Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
// Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
static const int TEXTURE_KILL_THRESHOLD = 64;
static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
static const int FRAMECOUNT_INVALID = 0;
@ -1374,9 +1374,11 @@ TextureCacheBase::FindMatchingTextureFromPool(const TCacheEntryConfig& config)
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
// Render-target textures are fine through, as they have to be generated in a seperated pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = texture_pool.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
return iter.second->frameCount != FRAMECOUNT_INVALID;
return iter.first.rendertarget || iter.second->frameCount != FRAMECOUNT_INVALID;
});
return matching_iter != range.second ? matching_iter : texture_pool.end();
}