Optimize vertex loader with a mini JIT (only first step, more optimizations may follow). Some various error message and warning fixes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1276 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-11-23 17:46:14 +00:00
parent 464185a04e
commit 5c58227702
20 changed files with 274 additions and 251 deletions

View File

@ -85,7 +85,7 @@ void NativeVertexFormat::Initialize(const PortableVertexDeclaration &vtx_decl)
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
u8 *old_code_ptr = GetWritableCodePtr();
SetCodePtr(m_compiledCode);
Util::EmitPrologue(6);
ABI_EmitPrologue(6);
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, vtx_decl.stride, 0);
@ -137,7 +137,7 @@ void NativeVertexFormat::Initialize(const PortableVertexDeclaration &vtx_decl)
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, vtx_decl.posmtx_offset);
}
Util::EmitEpilogue(6);
ABI_EmitEpilogue(6);
if (Gen::GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
{
Crash();