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Cache Vertices instead of Output registers (#2165)
This patch brings +3% performance improvement on average. It removes ToVertex() as an important hotspot of the emulator.
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@ -235,7 +235,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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// The size has been tuned for optimal balance between hit-rate and the cost of lookup
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const size_t VERTEX_CACHE_SIZE = 32;
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const size_t VERTEX_CACHE_SIZE = 32;
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
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std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
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std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
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std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
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Shader::OutputVertex output_vertex;
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unsigned int vertex_cache_pos = 0;
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unsigned int vertex_cache_pos = 0;
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vertex_cache_ids.fill(-1);
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vertex_cache_ids.fill(-1);
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@ -265,7 +266,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
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for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
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if (vertex == vertex_cache_ids[i]) {
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if (vertex == vertex_cache_ids[i]) {
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output_registers = vertex_cache[i];
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output_vertex = vertex_cache[i];
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vertex_cache_hit = true;
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vertex_cache_hit = true;
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break;
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break;
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}
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}
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@ -284,16 +285,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
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g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
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output_registers = shader_unit.output_registers;
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output_registers = shader_unit.output_registers;
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// Retrieve vertex from register data
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output_vertex = output_registers.ToVertex(regs.vs);
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if (is_indexed) {
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output_registers;
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vertex_cache[vertex_cache_pos] = output_vertex;
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vertex_cache_ids[vertex_cache_pos] = vertex;
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vertex_cache_ids[vertex_cache_pos] = vertex;
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vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
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vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
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}
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}
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}
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}
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// Retrieve vertex from register data
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Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
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// Send to renderer
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// Send to renderer
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using Pica::Shader::OutputVertex;
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using Pica::Shader::OutputVertex;
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auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
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auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
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