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this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -19,7 +19,7 @@
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "Fifo.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VertexManager.h"
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@ -226,7 +226,7 @@ void Flush()
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if (LocalVBuffer == s_pCurBufferPointer) return;
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if(Flushed) return;
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Flushed=true;
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VideoFifo_CheckEFBAccess();
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DVSTARTPROFILE();
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u32 usedtextures = 0;
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