D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-06-20 22:23:34 +00:00
parent 783390539d
commit 6a88241e64
28 changed files with 27 additions and 1647 deletions

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@ -50,6 +50,7 @@ char *Statistics::ToString(char *ptr)
ptr+=sprintf(ptr,"textures alive: %i\n",stats.numTexturesAlive);
ptr+=sprintf(ptr,"pshaders created: %i\n",stats.numPixelShadersCreated);
ptr+=sprintf(ptr,"pshaders alive: %i\n",stats.numPixelShadersAlive);
ptr+=sprintf(ptr,"pshaders (unique, delete cache first): %i\n",stats.numUniquePixelShaders);
ptr+=sprintf(ptr,"vshaders created: %i\n",stats.numVertexShadersCreated);
ptr+=sprintf(ptr,"vshaders alive: %i\n",stats.numVertexShadersAlive);
ptr+=sprintf(ptr,"dlists called: %i\n",stats.numDListsCalled);

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@ -41,6 +41,8 @@ struct Statistics
int numVertexLoaders;
int numUniquePixelShaders;
float proj_0, proj_1, proj_2, proj_3, proj_4, proj_5, proj_6;
float gproj_0, gproj_1, gproj_2, gproj_3, gproj_4, gproj_5;
float gproj_6, gproj_7, gproj_8, gproj_9, gproj_10, gproj_11, gproj_12, gproj_13, gproj_14, gproj_15;