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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
this is a pure optimization commit:
return to the old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem. optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup. change the way the frame is processed depending is xfb is enabled or not to make this a little faster. please test and report any problem git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -516,14 +516,16 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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return;
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VideoFifo_CheckEFBAccess();
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VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
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FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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XFBWrited = true;
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// XXX: Without the VI, how would we know what kind of field this is? So
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// just use progressive.
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if (!g_ActiveConfig.bUseXFB)
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if (g_ActiveConfig.bUseXFB)
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{
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Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
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FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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else
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{
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Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc);
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Common::AtomicStoreRelease(s_swapRequested, FALSE);
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}
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}
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@ -801,7 +803,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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}
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}
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void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
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{
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if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
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{
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@ -815,7 +817,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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if (!xfbSourceList || xfbCount == 0)
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if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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{
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g_VideoInitialize.pCopiedToXFB(false);
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return;
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@ -849,27 +851,65 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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// TODO: Enable linear filtering here
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// draw each xfb source
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for (u32 i = 0; i < xfbCount; ++i)
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if(g_ActiveConfig.bUseXFB)
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{
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const XFBSource* xfbSource = xfbSourceList[i];
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const XFBSource* xfbSource;
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MathUtil::Rectangle<float> sourceRc;
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sourceRc.left = 0;
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sourceRc.top = 0;
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sourceRc.right = xfbSource->texWidth;
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sourceRc.bottom = xfbSource->texHeight;
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// draw each xfb source
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for (u32 i = 0; i < xfbCount; ++i)
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{
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xfbSource = xfbSourceList[i];
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MathUtil::Rectangle<float> sourceRc;
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sourceRc.left = 0;
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sourceRc.top = 0;
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sourceRc.right = xfbSource->texWidth;
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sourceRc.bottom = xfbSource->texHeight;
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MathUtil::Rectangle<float> drawRc;
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drawRc.top = -1;
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drawRc.bottom = 1;
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drawRc.left = -1;
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drawRc.right = 1;
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MathUtil::Rectangle<float> drawRc;
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D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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{
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// use virtual xfb with offset
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int xfbHeight = xfbSource->srcHeight;
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
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drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
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drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
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drawRc.left = -(xfbWidth / (float)fbWidth);
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drawRc.right = (xfbWidth / (float)fbWidth);
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if (!g_ActiveConfig.bAutoScale)
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{
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// scale draw area for a 1 to 1 pixel mapping with the draw target
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float vScale = (float)fbHeight / (float)s_backbuffer_height;
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float hScale = (float)fbWidth / (float)s_backbuffer_width;
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drawRc.top *= vScale;
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drawRc.bottom *= vScale;
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drawRc.left *= hScale;
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drawRc.right *= hScale;
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}
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}
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else
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{
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drawRc.top = -1;
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drawRc.bottom = 1;
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drawRc.left = -1;
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drawRc.right = 1;
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}
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D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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}
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else
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{
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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D3DTexture2D* read_texture = FBManager.GetEFBColorTexture();
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D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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// done with drawing the game stuff, good moment to save a screenshot
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if (s_bScreenshot)
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{
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