mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-24 09:21:21 -08:00
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.
This commit is contained in:
parent
0c9c97e5ea
commit
82210ab480
@ -235,7 +235,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
// The size has been tuned for optimal balance between hit-rate and the cost of lookup
|
||||||
const size_t VERTEX_CACHE_SIZE = 32;
|
const size_t VERTEX_CACHE_SIZE = 32;
|
||||||
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
std::array<u16, VERTEX_CACHE_SIZE> vertex_cache_ids;
|
||||||
std::array<Shader::OutputRegisters, VERTEX_CACHE_SIZE> vertex_cache;
|
std::array<Shader::OutputVertex, VERTEX_CACHE_SIZE> vertex_cache;
|
||||||
|
Shader::OutputVertex output_vertex;
|
||||||
|
|
||||||
unsigned int vertex_cache_pos = 0;
|
unsigned int vertex_cache_pos = 0;
|
||||||
vertex_cache_ids.fill(-1);
|
vertex_cache_ids.fill(-1);
|
||||||
@ -265,7 +266,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
|
|
||||||
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
for (unsigned int i = 0; i < VERTEX_CACHE_SIZE; ++i) {
|
||||||
if (vertex == vertex_cache_ids[i]) {
|
if (vertex == vertex_cache_ids[i]) {
|
||||||
output_registers = vertex_cache[i];
|
output_vertex = vertex_cache[i];
|
||||||
vertex_cache_hit = true;
|
vertex_cache_hit = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -284,16 +285,16 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
|
|||||||
g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
|
g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
|
||||||
output_registers = shader_unit.output_registers;
|
output_registers = shader_unit.output_registers;
|
||||||
|
|
||||||
|
// Retrieve vertex from register data
|
||||||
|
output_vertex = output_registers.ToVertex(regs.vs);
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
vertex_cache[vertex_cache_pos] = output_registers;
|
vertex_cache[vertex_cache_pos] = output_vertex;
|
||||||
vertex_cache_ids[vertex_cache_pos] = vertex;
|
vertex_cache_ids[vertex_cache_pos] = vertex;
|
||||||
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
vertex_cache_pos = (vertex_cache_pos + 1) % VERTEX_CACHE_SIZE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Retrieve vertex from register data
|
|
||||||
Shader::OutputVertex output_vertex = output_registers.ToVertex(regs.vs);
|
|
||||||
|
|
||||||
// Send to renderer
|
// Send to renderer
|
||||||
using Pica::Shader::OutputVertex;
|
using Pica::Shader::OutputVertex;
|
||||||
auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
|
auto AddTriangle = [](const OutputVertex& v0, const OutputVertex& v1,
|
||||||
|
Loading…
Reference in New Issue
Block a user