[optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures

This commit is contained in:
NeoBrainX 2012-08-10 12:36:19 +02:00
parent a6028b055b
commit c859aaae84
1 changed files with 6 additions and 5 deletions

View File

@ -363,8 +363,10 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
}
// 2. b) For normal textures, all texture parameters need to match
// NOTE: maxlevel is specified via render states, so it doesn't need to match exactly
// TODO: D3D9 doesn't support min_lod, so we should check for this here
if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
entry->num_mipmaps == maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
entry->num_mipmaps > maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
{
goto return_entry;
}
@ -374,7 +376,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
//
// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
// TODO: Actually, it should be enough if the internal texture format matches...
if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps > maxlevel)
|| (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
{
// reuse the texture
@ -421,9 +423,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// Sometimes, we can get around recreating a texture if only the number of mip levels changes
// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
//
// TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels?
entry->num_mipmaps = maxlevel; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
// TODO: D3D9 doesn't support min_lod. We should add a workaround for that here!
entry->num_mipmaps = maxlevel + 1; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
entry->type = TCET_NORMAL;
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);