First Revert my changes to VertexLoader.cpp, i don't own the games that get error so i revert the changes until i can test it myself.

Second:
A experiment. implemented parallelization in texture decoding using openmp. is most a experiment to test the performance in different os/plataforms. in my system (windows x64 amd 1055t) give a speedup in large textures, but i tested in in intel dual core and gives a slowdown. o i limited the use for large textures and cpus with more than 3 cores.
please test an let me know if it improves or degrades the speed.
please for linux and osx user. to enable this you will have to enable your compiler support for openmp to test this code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7284 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2011-03-04 22:48:54 +00:00
parent 756c40163d
commit c569b33829
4 changed files with 401 additions and 246 deletions

View File

@ -514,27 +514,27 @@ void VertexLoader::WriteSetVariable(int bits, void *address, OpArg value)
void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
{
if(count == 0)
return;
m_numLoadedVertices += count;
INCSTAT(stats.thisFrame.numDrawCalls);
// Flush if our vertex format is different from the currently set.
if (g_nativeVertexFmt != m_NativeFmt)
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
{
// We really must flush here. It's possible that the native representations
// of the two vtx formats are the same, but we have no way to easily check that
// now.
VertexManager::Flush();
g_nativeVertexFmt = m_NativeFmt;
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
}
// Also move the Set() here?
}
g_nativeVertexFmt = m_NativeFmt;
if (bpmem.genMode.cullmode == 3 && primitive < 5)
{
// if cull mode is none, ignore triangles and quads
DataSkip(count * m_VertexSize);
return;
}
}
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
// Load position and texcoord scale factors.
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
@ -554,19 +554,87 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
for (int i = 0; i < 2; i++)
colElements[i] = m_VtxAttr.color[i].Elements;
if(VertexManager::GetRemainingSize() < native_stride * count)
VertexManager::Flush();
VertexManager::AddVertices(primitive,count);
// if strips or fans, make sure all vertices can fit in buffer, otherwise flush
int granularity = 1;
switch (primitive) {
case 3: // strip .. hm, weird
case 4: // fan
if (VertexManager::GetRemainingSize() < 3 * native_stride)
VertexManager::Flush();
break;
case 6: // line strip
if (VertexManager::GetRemainingSize() < 2 * native_stride)
VertexManager::Flush();
break;
case 0: granularity = 4; break; // quads
case 2: granularity = 3; break; // tris
case 5: granularity = 2; break; // lines
}
int startv = 0, extraverts = 0;
int v = 0;
//int remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
while (v < count)
{
int remainingVerts = VertexManager::GetRemainingSize() / native_stride;
//if (remainingVerts2 - v + startv < remainingVerts)
//remainingVerts = remainingVerts2 - v + startv;
if (remainingVerts < granularity) {
INCSTAT(stats.thisFrame.numBufferSplits);
// This buffer full - break current primitive and flush, to switch to the next buffer.
u8* plastptr = VertexManager::s_pCurBufferPointer;
if (v - startv > 0)
VertexManager::AddVertices(primitive, v - startv + extraverts);
VertexManager::Flush();
//remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
// Why does this need to be so complicated?
switch (primitive) {
case 3: // triangle strip, copy last two vertices
// a little trick since we have to keep track of signs
if (v & 1) {
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-2*native_stride, native_stride);
memcpy_gc(VertexManager::s_pCurBufferPointer+native_stride, plastptr-native_stride*2, 2*native_stride);
VertexManager::s_pCurBufferPointer += native_stride*3;
extraverts = 3;
}
else {
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*2, native_stride*2);
VertexManager::s_pCurBufferPointer += native_stride*2;
extraverts = 2;
}
break;
case 4: // tri fan, copy first and last vert
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*(v-startv+extraverts), native_stride);
VertexManager::s_pCurBufferPointer += native_stride;
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
VertexManager::s_pCurBufferPointer += native_stride;
extraverts = 2;
break;
case 6: // line strip
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
VertexManager::s_pCurBufferPointer += native_stride;
extraverts = 1;
break;
default:
extraverts = 0;
break;
}
startv = v;
}
int remainingPrims = remainingVerts / granularity;
remainingVerts = remainingPrims * granularity;
if (count - v < remainingVerts)
remainingVerts = count - v;
#ifdef USE_JIT
if (count > 0) {
loop_counter = count;
if (remainingVerts > 0) {
loop_counter = remainingVerts;
((void (*)())(void*)m_compiledCode)();
}
#else
for (int s = 0; s < count; s++)
for (int s = 0; s < remainingVerts; s++)
{
tcIndex = 0;
colIndex = 0;
@ -575,7 +643,12 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
m_PipelineStages[i]();
PRIM_LOG("\n");
}
#endif
#endif
v += remainingVerts;
}
if (startv < count)
VertexManager::AddVertices(primitive, count - startv + extraverts);
}
@ -584,18 +657,18 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
void VertexLoader::RunCompiledVertices(int vtx_attr_group, int primitive, int count, u8* Data)
{
m_numLoadedVertices += count;
INCSTAT(stats.thisFrame.numDrawCalls);
// Flush if our vertex format is different from the currently set.
if (g_nativeVertexFmt != m_NativeFmt)
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
{
// We really must flush here. It's possible that the native representations
// of the two vtx formats are the same, but we have no way to easily check that
// now.
VertexManager::Flush();
g_nativeVertexFmt = m_NativeFmt;
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
}
// Also move the Set() here?
}
g_nativeVertexFmt = m_NativeFmt;
if (bpmem.genMode.cullmode == 3 && primitive < 5)
{
// if cull mode is none, ignore triangles and quads
@ -603,6 +676,27 @@ void VertexLoader::RunCompiledVertices(int vtx_attr_group, int primitive, int co
return;
}
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
// Load position and texcoord scale factors.
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
m_VtxAttr.texCoord[2].Frac = g_VtxAttr[vtx_attr_group].g1.Tex2Frac;
m_VtxAttr.texCoord[3].Frac = g_VtxAttr[vtx_attr_group].g1.Tex3Frac;
m_VtxAttr.texCoord[4].Frac = g_VtxAttr[vtx_attr_group].g2.Tex4Frac;
m_VtxAttr.texCoord[5].Frac = g_VtxAttr[vtx_attr_group].g2.Tex5Frac;
m_VtxAttr.texCoord[6].Frac = g_VtxAttr[vtx_attr_group].g2.Tex6Frac;
m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
pVtxAttr = &m_VtxAttr;
posScale = fractionTable[m_VtxAttr.PosFrac];
if (m_NativeFmt->m_components & VB_HAS_UVALL)
for (int i = 0; i < 8; i++)
tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
for (int i = 0; i < 2; i++)
colElements[i] = m_VtxAttr.color[i].Elements;
if(VertexManager::GetRemainingSize() < native_stride * count)
VertexManager::Flush();
memcpy_gc(VertexManager::s_pCurBufferPointer, Data, native_stride * count);