D3D: Reduce the number of DirectX API calls. However, it does not seem to give tiny speed up. If anyone find that this change actually slows DX9 down, I will revert it.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4237 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
rice1964 2009-09-09 05:22:16 +00:00
parent aeac44596a
commit c1665ec6cd
4 changed files with 75 additions and 6 deletions

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@ -32,21 +32,43 @@
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_entry_uid;
static float lastPSConstants[C_COLORMATRIX+16][4];
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
if( lastPSConstants[const_number][0] != f1 || lastPSConstants[const_number][1] != f2 ||
lastPSConstants[const_number][2] != f3 || lastPSConstants[const_number][3] != f4 )
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSConstants[const_number][0] = f1;
lastPSConstants[const_number][1] = f2;
lastPSConstants[const_number][2] = f3;
lastPSConstants[const_number][3] = f4;
}
}
void SetPSConstant4fv(int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
if( lastPSConstants[const_number][0] != f[0] || lastPSConstants[const_number][1] != f[1] ||
lastPSConstants[const_number][2] != f[2] || lastPSConstants[const_number][3] != f[3] )
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSConstants[const_number][0] = f[0];
lastPSConstants[const_number][1] = f[1];
lastPSConstants[const_number][2] = f[2];
lastPSConstants[const_number][3] = f[3];
}
}
void PixelShaderCache::Init()
{
int i;
for (i=0;i<(C_COLORMATRIX+16)*4;i++)
lastPSConstants[i/4][i%4]= -1;
memset(&last_entry_uid,0xFF,sizeof(last_entry_uid));
}
void PixelShaderCache::Shutdown()
@ -63,7 +85,16 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
if (uid == last_entry_uid)
{
if (PixelShaders[uid].shader)
return true;
else
return false;
}
memcpy(&last_entry_uid, &uid, sizeof(PIXELSHADERUID));
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
@ -71,6 +102,8 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
if (entry.shader)

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@ -51,6 +51,7 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
static PIXELSHADERUID last_entry_uid;
public:
static void Init();

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@ -32,21 +32,47 @@
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_entry_uid;
static float lastVSconstants[C_FOGPARAMS+8][4];
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
if( lastVSconstants[const_number][0] != f1 ||
lastVSconstants[const_number][1] != f2 ||
lastVSconstants[const_number][2] != f3 ||
lastVSconstants[const_number][3] != f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
lastVSconstants[const_number][0] = f1;
lastVSconstants[const_number][1] = f2;
lastVSconstants[const_number][2] = f3;
lastVSconstants[const_number][3] = f4;
}
}
void SetVSConstant4fv(int const_number, const float *f)
{
D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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])
{
D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
lastVSconstants[const_number][0] = f[0];
lastVSconstants[const_number][1] = f[1];
lastVSconstants[const_number][2] = f[2];
lastVSconstants[const_number][3] = f[3];
}
}
void VertexShaderCache::Init()
{
for( int i=0; i<C_FOGPARAMS+8*4; i++)
lastVSconstants[i/4][i%4]=-1;
memset(last_entry_uid.values,0xFF,sizeof(last_entry_uid.values));
}
void VertexShaderCache::Shutdown()
@ -63,6 +89,14 @@ bool VertexShaderCache::SetShader(u32 components)
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
if (uid == last_entry_uid)
{
if (vshaders[uid].shader)
return true;
else
return false;
}
memcpy(&last_entry_uid, &uid, sizeof(VERTEXSHADERUID));
VSCache::iterator iter;
iter = vshaders.find(uid);

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@ -48,6 +48,7 @@ private:
static VSCache vshaders;
static const VSCacheEntry *last_entry;
static VERTEXSHADERUID last_entry_uid;
public:
static void Init();