Fix performance regression in Sonic the Fighters, introduced by PR#2001

This commit is contained in:
mimimi085181
2015-09-12 08:59:14 +02:00
parent 2e6db7dc27
commit dd458b554d

View File

@ -22,7 +22,7 @@
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
static const u64 TEXHASH_INVALID = 0; static const u64 TEXHASH_INVALID = 0;
static const int TEXTURE_KILL_THRESHOLD = 60; static const int TEXTURE_KILL_THRESHOLD = 64; // Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
static const int TEXTURE_POOL_KILL_THRESHOLD = 3; static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
static const int FRAMECOUNT_INVALID = 0; static const int FRAMECOUNT_INVALID = 0;
@ -496,8 +496,12 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
} }
} }
// Find the entry which hasn't been used for the longest time // Find the texture which hasn't been used for the longest time. Count paletted
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount) // textures as the same texture here, when the texture itself is the same. This
// improves the performance a lot in some games that use paletted textures.
// Example: Sonic the Fighters (inside Sonic Gems Collection)
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
!(isPaletteTexture && entry->base_hash == base_hash))
{ {
temp_frameCount = entry->frameCount; temp_frameCount = entry->frameCount;
oldest_entry = iter; oldest_entry = iter;