VideoCommon: Cache native vertex formats

We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones.
This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change.

The idea is stolen from galop1n.
This commit is contained in:
degasus 2014-06-05 17:55:21 +02:00
parent be1fe80bb6
commit bb2fc8ecbb
4 changed files with 30 additions and 8 deletions

View file

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <algorithm>
#include <memory>
#include <unordered_map>
#include <vector>
@ -33,11 +34,13 @@ struct hash<VertexLoaderUID>
}
typedef std::unordered_map<VertexLoaderUID, VertexLoader*> VertexLoaderMap;
typedef std::map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>> NativeVertexLoaderMap;
namespace VertexLoaderManager
{
static VertexLoaderMap g_VertexLoaderMap;
static NativeVertexLoaderMap s_native_vertex_map;
// TODO - change into array of pointers. Keep a map of all seen so far.
void Init()
@ -55,6 +58,7 @@ void Shutdown()
delete p.second;
}
g_VertexLoaderMap.clear();
s_native_vertex_map.clear();
}
namespace
@ -131,6 +135,19 @@ int GetVertexSize(int vtx_attr_group)
return RefreshLoader(vtx_attr_group)->GetVertexSize();
}
NativeVertexFormat* GetNativeVertexFormat(const PortableVertexDeclaration& format, u32 components)
{
auto& native = s_native_vertex_map[format];
if (!native)
{
auto raw_pointer = g_vertex_manager->CreateNativeVertexFormat();
native = std::unique_ptr<NativeVertexFormat>(raw_pointer);
native->m_components = components;
native->Initialize(format);
}
return native.get();
}
} // namespace
void LoadCPReg(u32 sub_cmd, u32 value)