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 13:04:06 +01:00
parent 373e35ed5b
commit fb07406f10
3 changed files with 12 additions and 13 deletions
@@ -36,7 +36,6 @@
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureInfo.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
@@ -569,7 +568,7 @@ void VertexManagerBase::Flush()
{
for (const u32 i : used_textures)
{
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
const auto cache_entry = g_texture_cache->Load(i);
if (!cache_entry)
continue;
const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
@@ -581,7 +580,7 @@ void VertexManagerBase::Flush()
{
for (const u32 i : used_textures)
{
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
const auto cache_entry = g_texture_cache->Load(i);
if (cache_entry)
{
if (!Common::Contains(texture_names, cache_entry->texture_info_name))