VertexShaderManager: Fix redundant shader constant updates.
Thanks to konpie for spotting this. Might give a fairly perceivable speedup in the D3D11 backend.
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@ -207,6 +207,7 @@ void VertexShaderManager::SetConstants()
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int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
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int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
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const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4];
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const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4];
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SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
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SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
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nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
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}
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}
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if (nLightsChanged[0] >= 0)
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if (nLightsChanged[0] >= 0)
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