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

@ -233,12 +233,12 @@ static void Decode()
{
u32 Cmd2 = DataReadU32();
int transfer_size = ((Cmd2 >> 16) & 15) + 1;
u32 address = Cmd2 & 0xFFFF;
u32 xf_address = Cmd2 & 0xFFFF;
// TODO - speed this up. pshufb?
u32 data_buffer[16];
for (int i = 0; i < transfer_size; i++)
data_buffer[i] = DataReadU32();
LoadXFReg(transfer_size, address, data_buffer);
LoadXFReg(transfer_size, xf_address, data_buffer);
INCSTAT(stats.thisFrame.numXFLoads);
}
break;