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https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 15:31:17 +01:00
TexCache: don't load tex level 0 on creation
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
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@ -87,24 +87,18 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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{
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{
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D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
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D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
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D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_SUBRESOURCE_DATA srdata, *data = nullptr;
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if (tex_levels == 1)
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if (tex_levels == 1)
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{
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{
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usage = D3D11_USAGE_DYNAMIC;
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usage = D3D11_USAGE_DYNAMIC;
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cpu_access = D3D11_CPU_ACCESS_WRITE;
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cpu_access = D3D11_CPU_ACCESS_WRITE;
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srdata.pSysMem = TextureCache::temp;
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srdata.SysMemPitch = 4 * expanded_width;
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data = &srdata;
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}
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}
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM,
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width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
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width, height, 1, tex_levels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
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ID3D11Texture2D *pTexture;
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ID3D11Texture2D *pTexture;
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const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
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CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
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CHECK(SUCCEEDED(hr), "Create texture of the TextureCache");
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TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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TCacheEntry* const entry = new TCacheEntry(new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE));
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@ -116,9 +110,6 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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SAFE_RELEASE(pTexture);
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SAFE_RELEASE(pTexture);
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if (tex_levels != 1)
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entry->Load(width, height, expanded_width, 0);
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return entry;
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return entry;
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}
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}
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@ -175,10 +175,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry.texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry.texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
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entry.Load(width, height, expanded_width, 0);
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TextureCache::SetStage();
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// This isn't needed as Load() also reset the stage in the end
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//TextureCache::SetStage();
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return &entry;
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return &entry;
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}
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}
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@ -481,16 +481,14 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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}
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}
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else
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{
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// load texture (CreateTexture also loads level 0)
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entry->Load(width, height, expandedWidth, 0);
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}
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entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps, entry->num_layers);
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entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps, entry->num_layers);
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entry->SetDimensions(nativeW, nativeH, width, height);
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entry->SetDimensions(nativeW, nativeH, width, height);
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entry->hash = tex_hash;
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entry->hash = tex_hash;
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// load texture
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entry->Load(width, height, expandedWidth, 0);
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if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
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if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
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entry->type = TCET_EC_DYNAMIC;
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entry->type = TCET_EC_DYNAMIC;
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else
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else
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