dolphin/Source/Core/VideoCommon/Src/VertexManagerBase.h
rodolfoosvaldobogado@gmail.com 5230146c73 Hey, long time no commits :).
So to compensate lets bring back some speed to the emulation.
change a little the way the vertex are send to the gpu,
This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu.
ogl: is my next step in ogl is a little more trickier so i have to take a little more time.
the original concept is Marcos idea, with my little touch to make it even more faster.
what to look for: SPEEEEEDDD :).
please test it a lot and let me know if you see any problem.
in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed.
So if you did not experience any speed gains you know where is the problem :).
for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine.
The current values are the sweet spot for my machine.
All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
2012-10-20 10:22:15 -03:00

76 lines
1.6 KiB
C++

#ifndef _VERTEXMANAGERBASE_H
#define _VERTEXMANAGERBASE_H
class NativeVertexFormat;
class PointerWrap;
class VertexManager
{
public:
enum
{
// values from OGL backend
//MAXVBUFFERSIZE = 0x1FFFF,
//MAXIBUFFERSIZE = 0xFFFF,
// values from DX9 backend
//MAXVBUFFERSIZE = 0x50000,
//MAXIBUFFERSIZE = 0xFFFF,
// values from DX11 backend
MAXVBUFFERSIZE = 0x50000,
MAXIBUFFERSIZE = 0xFFFF,
};
VertexManager();
virtual ~VertexManager(); // needs to be virtual for DX11's dtor
static void AddVertices(int _primitive, int _numVertices);
// TODO: protected?
static u8 *s_pCurBufferPointer;
static u8 *s_pBaseBufferPointer;
static int GetRemainingSize();
static int GetRemainingVertices(int primitive);
static void Flush();
virtual ::NativeVertexFormat* CreateNativeVertexFormat() = 0;
static u16* GetTriangleIndexBuffer() { return TIBuffer; }
static u16* GetLineIndexBuffer() { return LIBuffer; }
static u16* GetPointIndexBuffer() { return PIBuffer; }
static u8* GetVertexBuffer() { return LocalVBuffer; }
static void DoState(PointerWrap& p);
virtual void CreateDeviceObjects(){};
virtual void DestroyDeviceObjects(){};
protected:
// TODO: make private after Flush() is merged
static void ResetBuffer();
static u8 *LocalVBuffer;
static u16 *TIBuffer;
static u16 *LIBuffer;
static u16 *PIBuffer;
static bool Flushed;
virtual void vDoState(PointerWrap& p) { DoStateShared(p); }
void DoStateShared(PointerWrap& p);
private:
static void AddIndices(int primitive, int numVertices);
//virtual void Draw(u32 stride, bool alphapass) = 0;
// temp
virtual void vFlush() = 0;
};
extern VertexManager *g_vertex_manager;
#endif