sometimes to advance you have to make a step back.

use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl.
in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game.
some cleanup and a little work pointing to future improvements in the way of rendering.
please test and check for any errors.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-08-28 15:09:42 +00:00
parent eb40f765c2
commit 9b0357b5e2
18 changed files with 414 additions and 424 deletions

View File

@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
// Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the
// shader cache for every revision, graphics-related or not, which is simply annoying.
const int version = 6124;
const int version = 6139;
LinearDiskCache::LinearDiskCache()
: file_(NULL), num_entries_(0) {