From c859aaae84642ded91fe046ef91404431c84f48b Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Fri, 10 Aug 2012 12:36:19 +0200 Subject: [PATCH] [optimization] TextureCacheBase: Slightly loosen the requirements for reusing mipmapped textures --- Source/Core/VideoCommon/Src/TextureCacheBase.cpp | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp index a5c390df3d..65407f2a0e 100644 --- a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp @@ -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);