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