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Minor optimizations
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ae37df0a8c
commit
69267d4cd6
@ -84,6 +84,11 @@ enum : uint64_t {
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DIRTY_SPLINETYPEV = 1ULL << 36,
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DIRTY_BONE_UNIFORMS = 0xFF000000ULL,
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DIRTY_ALL_UNIFORMS = 0x1FFFFFFFFFULL,
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// Now we can add further dirty flags that are not uniforms.
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DIRTY_ALL = 0xFFFFFFFFFFFFFFFF
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};
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@ -1290,7 +1290,8 @@ void GPU_DX9::Execute_Generic(u32 op, u32 diff) {
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case GE_CMD_LAC0:
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case GE_CMD_LDC0:
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case GE_CMD_LSC0:
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shaderManager_->DirtyUniform(DIRTY_LIGHT0);
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if (diff)
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shaderManager_->DirtyUniform(DIRTY_LIGHT0);
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break;
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case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
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@ -1301,7 +1302,8 @@ void GPU_DX9::Execute_Generic(u32 op, u32 diff) {
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case GE_CMD_LAC1:
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case GE_CMD_LDC1:
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case GE_CMD_LSC1:
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shaderManager_->DirtyUniform(DIRTY_LIGHT1);
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if (diff)
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shaderManager_->DirtyUniform(DIRTY_LIGHT1);
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break;
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case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
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case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
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@ -1311,7 +1313,8 @@ void GPU_DX9::Execute_Generic(u32 op, u32 diff) {
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case GE_CMD_LAC2:
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case GE_CMD_LDC2:
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case GE_CMD_LSC2:
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shaderManager_->DirtyUniform(DIRTY_LIGHT2);
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if (diff)
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shaderManager_->DirtyUniform(DIRTY_LIGHT2);
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break;
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case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
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case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
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@ -1321,7 +1324,8 @@ void GPU_DX9::Execute_Generic(u32 op, u32 diff) {
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case GE_CMD_LAC3:
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case GE_CMD_LDC3:
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case GE_CMD_LSC3:
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shaderManager_->DirtyUniform(DIRTY_LIGHT3);
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if (diff)
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shaderManager_->DirtyUniform(DIRTY_LIGHT3);
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break;
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case GE_CMD_VIEWPORTXSCALE:
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@ -1330,7 +1334,8 @@ void GPU_DX9::Execute_Generic(u32 op, u32 diff) {
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case GE_CMD_VIEWPORTYCENTER:
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case GE_CMD_VIEWPORTZSCALE:
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case GE_CMD_VIEWPORTZCENTER:
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Execute_ViewportType(op, diff);
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if (diff)
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Execute_ViewportType(op, diff);
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break;
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case GE_CMD_LIGHTENABLE0:
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@ -408,6 +408,7 @@ GPU_GLES::GPU_GLES(GraphicsContext *ctx)
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textureCache_ = textureCacheGL_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerGL_;
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drawEngineCommon_ = &drawEngine_;
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drawEngine_.SetShaderManager(shaderManagerGL_);
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drawEngine_.SetTextureCache(textureCacheGL_);
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