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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
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@ -50,6 +50,7 @@ char *Statistics::ToString(char *ptr)
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ptr+=sprintf(ptr,"textures alive: %i\n",stats.numTexturesAlive);
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ptr+=sprintf(ptr,"pshaders created: %i\n",stats.numPixelShadersCreated);
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ptr+=sprintf(ptr,"pshaders alive: %i\n",stats.numPixelShadersAlive);
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ptr+=sprintf(ptr,"pshaders (unique, delete cache first): %i\n",stats.numUniquePixelShaders);
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ptr+=sprintf(ptr,"vshaders created: %i\n",stats.numVertexShadersCreated);
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ptr+=sprintf(ptr,"vshaders alive: %i\n",stats.numVertexShadersAlive);
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ptr+=sprintf(ptr,"dlists called: %i\n",stats.numDListsCalled);
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@ -41,6 +41,8 @@ struct Statistics
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int numVertexLoaders;
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int numUniquePixelShaders;
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float proj_0, proj_1, proj_2, proj_3, proj_4, proj_5, proj_6;
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float gproj_0, gproj_1, gproj_2, gproj_3, gproj_4, gproj_5;
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float gproj_6, gproj_7, gproj_8, gproj_9, gproj_10, gproj_11, gproj_12, gproj_13, gproj_14, gproj_15;
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