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OpenGL: commit rodolfoosvaldobogado's (what a name!) speedup patches.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4322 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -38,6 +38,8 @@
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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bool VertexShaderCache::s_displayCompileAlert;
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GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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@ -119,6 +121,9 @@ void VertexShaderCache::Init()
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s_displayCompileAlert = true;
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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ShaderEnabled = false;
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CurrentShader = 0;
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EnableShader(0);
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}
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void VertexShaderCache::Shutdown()
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@ -243,9 +248,10 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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plocal = strstr(plocal + 13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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EnableShader(vs.glprogid);
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//glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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//CurrentShader = vs.glprogid;
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, pstrprogram);
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@ -257,6 +263,42 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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#endif
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return true;
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}
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void VertexShaderCache::DisableShader()
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{
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if(ShaderEnabled)
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{
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CurrentShader = 0;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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}
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void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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if(ShaderEnabled && CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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void VertexShaderCache::EnableShader(GLuint Shader)
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{
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if(!ShaderEnabled)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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CurrentShader = 0;
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}
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if(CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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