VideoCommon: Defer creating TextureInfo

TextureCacheBase::LoadImpl has a hot path where the passed-in
TextureInfo never gets used. Instead of passing in a TextureInfo, let's
pass in the stage and create the TextureInfo from the stage if needed.

This unlocks somewhere above an additional 4% performance boost in the
Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it
difficult for me to measure, so treat this as a very approximate number.
This commit is contained in:
JosJuice
2026-01-18 12:59:25 +01:00
parent 373e35ed5b
commit fb07406f10
3 changed files with 12 additions and 13 deletions

View File

@@ -1231,9 +1231,9 @@ private:
std::vector<Level> levels;
};
TCacheEntry* TextureCacheBase::Load(const TextureInfo& texture_info)
TCacheEntry* TextureCacheBase::Load(u32 stage)
{
if (auto entry = LoadImpl(texture_info, false))
if (auto entry = LoadImpl(stage, false))
{
if (!DidLinkedAssetsChange(*entry))
{
@@ -1241,19 +1241,18 @@ TCacheEntry* TextureCacheBase::Load(const TextureInfo& texture_info)
}
InvalidateTexture(GetTexCacheIter(entry));
return LoadImpl(texture_info, true);
return LoadImpl(stage, true);
}
return nullptr;
}
TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool force_reload)
TCacheEntry* TextureCacheBase::LoadImpl(u32 stage, bool force_reload)
{
// if this stage was not invalidated by changes to texture registers, keep the current texture
if (!force_reload && TMEM::IsValid(texture_info.GetStage()) &&
m_bound_textures[texture_info.GetStage()])
if (!force_reload && TMEM::IsValid(stage) && m_bound_textures[stage])
{
TCacheEntry* entry = m_bound_textures[texture_info.GetStage()].get();
TCacheEntry* entry = m_bound_textures[stage].get();
// If the TMEM configuration is such that this texture is more or less guaranteed to still
// be in TMEM, then we know we can reuse the old entry without even hashing the memory
//
@@ -1263,7 +1262,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
//
// Spyro: A Hero's Tail is known for (deliberately?) using such overwritten textures
// in it's bloom effect, which breaks without giving it the invalidated texture.
if (TMEM::IsCached(texture_info.GetStage()))
if (TMEM::IsCached(stage))
{
return entry;
}
@@ -1276,6 +1275,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
}
}
const TextureInfo texture_info = TextureInfo::FromStage(stage);
auto entry = GetTexture(g_ActiveConfig.iSafeTextureCache_ColorSamples, texture_info);
if (!entry)