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authorskidau <skidau@gmail.com>2010-11-06 04:46:44 +0000
committerskidau <skidau@gmail.com>2010-11-06 04:46:44 +0000
commit8775abacc6776fe2f8b65e04402d783b19da79fa (patch)
tree83ee12e6fcc768d3ef2feb1fbd520f35cfd8793f /Source/Core/VideoCommon/Src/TextureCacheBase.h
parentd0afc20596413cc02b58bf23e960c29bd2b3e9de (diff)
Optimised EFB copy to RAM.
The finding was that 99% of the time, textures are static in memory. However, Dolphin would pessimistically continue to decode and copy the same texture every time. The optimisation is to check if the texture matches what is in the cache, and if it does, Dolphin should early exit. The result is the speed in New Super Mario Bros Wii increased 35% with spinning coins. Still not as fast as EFB copy to texture though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6352 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureCacheBase.h')
-rw-r--r--Source/Core/VideoCommon/Src/TextureCacheBase.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.h b/Source/Core/VideoCommon/Src/TextureCacheBase.h
index 24ca3dd761..d434bec5f6 100644
--- a/Source/Core/VideoCommon/Src/TextureCacheBase.h
+++ b/Source/Core/VideoCommon/Src/TextureCacheBase.h
@@ -77,6 +77,7 @@ public:
static void InvalidateRange(u32 start_address, u32 size);
static void MakeRangeDynamic(u32 start_address, u32 size);
static void ClearRenderTargets(); // currently only used by OGL
+ static bool Find(u32 start_address, u64 hash);
virtual TCacheEntryBase* CreateTexture(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) = 0;