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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:
jphalimi 2016-11-23 20:10:34 -08:00 committed by bunnei
parent 0c9c97e5ea
commit 82210ab480
1 changed files with 7 additions and 6 deletions

View File

@ -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,