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fast commit :
make native mips loading an option to prevent performance lost in game that not need this functionality.( thanks to dorian.fevrier for point the performance lost.) added a patch from pierre@pirsoft.de to avoid vertex drops when index array is full in opengl implementation that do not support large index arrays git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5432 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -602,9 +602,12 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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int startv = 0, extraverts = 0;
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int v = 0;
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int remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
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while (v < count)
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{
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int remainingVerts = VertexManager::GetRemainingSize() / native_stride;
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if (remainingVerts2 - v + startv < remainingVerts)
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remainingVerts = remainingVerts2 - v + startv;
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if (remainingVerts < granularity) {
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INCSTAT(stats.thisFrame.numBufferSplits);
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// This buffer full - break current primitive and flush, to switch to the next buffer.
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@ -612,6 +615,7 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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if (v - startv > 0)
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VertexManager::AddVertices(primitive, v - startv + extraverts);
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VertexManager::Flush();
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remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
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// Why does this need to be so complicated?
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switch (primitive) {
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case 3: // triangle strip, copy last two vertices
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