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

View File

@ -41,7 +41,6 @@
#include "PixelShaderCache.h"
#include "VertexLoaderManager.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
#include "AVIDump.h"
#include "OnScreenDisplay.h"
@ -84,7 +83,10 @@ static u32 s_LastEFBScale;
static bool IS_AMD;
static bool XFBWrited;
char st[32768];
// used extern by other files. need to clean this up at some point.
int frameCount;
static char *st;
static bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
@ -252,6 +254,7 @@ void TeardownDeviceObjects()
bool Renderer::Init()
{
st = new char[32768];
UpdateActiveConfig();
int fullScreenRes, x, y, w_temp, h_temp;
s_blendMode = 0;
@ -370,6 +373,7 @@ void Renderer::Shutdown()
{
AVIDump::Stop();
}
delete [] st;
}
int Renderer::GetTargetWidth() { return s_target_width; }
@ -1179,6 +1183,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
}
OSD::DrawMessages();
D3D::EndFrame();