implement some code to reduce the amounts of calls to setup vertex format, in d3d9 it gives no noticeable speedup, in opengl it still does not work right.

thanks to neobrain for the idea
This commit is contained in:
rodolfoosvaldobogado
2012-10-26 23:18:09 -03:00
parent eaa1ea71c1
commit ee72852491
9 changed files with 305 additions and 110 deletions

View File

@ -198,6 +198,8 @@ const int TS[6][2] =
void RestoreShaders()
{
D3D::SetTexture(0, 0);
D3D::RefreshStreamSource(0);
D3D::RefreshIndices();
D3D::RefreshVertexDeclaration();
D3D::RefreshPixelShader();
D3D::RefreshVertexShader();
@ -217,9 +219,9 @@ void CD3DFont::SetRenderStates()
{
D3D::SetTexture(0, m_pTexture);
dev->SetPixelShader(0);
dev->SetVertexShader(0);
D3D::ChangePixelShader(0);
D3D::ChangeVertexShader(0);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_FONT2DVERTEX);
for (int i = 0; i < 6; i++)
@ -236,7 +238,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, flo
return 0;
SetRenderStates();
dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
D3D::SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
float vpWidth = 1;
float vpHeight = 1;
@ -389,9 +391,10 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g},
{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::SetTexture(0, texture);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
@ -424,9 +427,10 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g},
{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::SetTexture(0, texture);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
RestoreShaders();
@ -442,8 +446,9 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
{ x1, y1, 0.f, 1.f, Color },
{ x2, y1, 0.f, 1.f, Color },
};
dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
dev->SetPixelShader(PixelShaderCache::GetClearProgram());
D3D::ChangeVertexShader(VertexShaderCache::GetClearVertexShader());
D3D::ChangePixelShader(PixelShaderCache::GetClearProgram());
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
RestoreShaders();
@ -457,8 +462,9 @@ void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVer
{ 1.0f, -1.0f, z, 1.0f, Color},
{-1.0f, -1.0f, z, 1.0f, Color}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);
D3D::ChangeVertexShader(Vshader);
D3D::ChangePixelShader(PShader);
D3D::ChangeVertexDeclaration(0);
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
RestoreShaders();