a little optimization in shaders constants setting , based on the same idea of nodchip changes.

a MAYORRRRRR change in pixel shader generation, please review all games you can and leave comments this must improve accuracy in graphic emulation a lot.
for example: mario eyes in super mario galaxy, water pod transparency an water transparency on game intro in super mario sunshine, etc.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5457 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-05-17 22:17:46 +00:00
parent bdbdef51ee
commit 7947543d98
8 changed files with 82 additions and 87 deletions

View File

@ -63,32 +63,19 @@ void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
void SetVSConstant4fv(int const_number, const float *f)
{
if (lastVSconstants[const_number][0] != f[0] ||
lastVSconstants[const_number][1] != f[1] ||
lastVSconstants[const_number][2] != f[2] ||
lastVSconstants[const_number][3] != f[3])
{
lastVSconstants[const_number][0] = f[0];
lastVSconstants[const_number][1] = f[1];
lastVSconstants[const_number][2] = f[2];
lastVSconstants[const_number][3] = f[3];
if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
}
}
}
void SetMultiVSConstant4fv(int const_number, int count, const float *f)
{
for (int i = 0; i < count; i++)
const float *f0 = f;
for (int i = 0; i < count; i++,f0+=4)
{
if (lastVSconstants[const_number + i][0] != f[0 + i*4] ||
lastVSconstants[const_number + i][1] != f[1 + i*4] ||
lastVSconstants[const_number + i][2] != f[2 + i*4] ||
lastVSconstants[const_number + i][3] != f[3 + i*4])
{
lastVSconstants[const_number + i][0] = f[0 + i*4];
lastVSconstants[const_number + i][1] = f[1 + i*4];
lastVSconstants[const_number + i][2] = f[2 + i*4];
lastVSconstants[const_number + i][3] = f[3 + i*4];
if (memcmp(&lastVSconstants[const_number + i], f0, sizeof(float) * 4)) {
memcpy(&lastVSconstants[const_number + i], f0, sizeof(float) * 4);
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
}
}