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texture_cache: Avoid unnecessary surface copies within PickStrategy() and TryReconstructSurface()
We can take these by const reference and avoid making unnecessary copies, preventing some atomic reference count increments and decrements.
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@ -402,7 +402,7 @@ private:
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if (params.block_depth > 1 || params.target == SurfaceTarget::Texture3D) {
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if (params.block_depth > 1 || params.target == SurfaceTarget::Texture3D) {
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return RecycleStrategy::Flush;
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return RecycleStrategy::Flush;
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}
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}
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for (auto s : overlaps) {
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for (const auto& s : overlaps) {
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const auto& s_params = s->GetSurfaceParams();
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const auto& s_params = s->GetSurfaceParams();
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if (s_params.block_depth > 1 || s_params.target == SurfaceTarget::Texture3D) {
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if (s_params.block_depth > 1 || s_params.target == SurfaceTarget::Texture3D) {
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return RecycleStrategy::Flush;
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return RecycleStrategy::Flush;
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@ -575,7 +575,7 @@ private:
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} else if (Settings::values.use_accurate_gpu_emulation && passed_tests != overlaps.size()) {
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} else if (Settings::values.use_accurate_gpu_emulation && passed_tests != overlaps.size()) {
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return {};
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return {};
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}
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}
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for (auto surface : overlaps) {
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for (const auto& surface : overlaps) {
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Unregister(surface);
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Unregister(surface);
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}
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}
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new_surface->MarkAsModified(modified, Tick());
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new_surface->MarkAsModified(modified, Tick());
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