From bed260aa147cdf82b6914ec476cc36821a046b0f Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Sat, 1 Dec 2012 14:23:24 +0100 Subject: [PATCH] VertexShaderManager: Fix redundant shader constant updates. Thanks to konpie for spotting this. Might give a fairly perceivable speedup in the D3D11 backend. --- Source/Core/VideoCommon/Src/VertexShaderManager.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp index 6ad877318f..8d24402b49 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp @@ -207,6 +207,7 @@ void VertexShaderManager::SetConstants() int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4; const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4]; SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart); + nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1; } if (nLightsChanged[0] >= 0)