mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
- Trippled the number of cached textures, many games constantly recreated them - Don't clear some shaders at each drawcall (in dx10) , which is a nice speedup (but could potentially be bad, please check..) git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1584 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -127,7 +127,7 @@ void GSDevice::Recycle(GSTexture* t)
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{
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m_pool.push_front(t);
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while(m_pool.size() > 200)
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while(m_pool.size() > 600)
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{
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delete m_pool.back();
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@ -269,7 +269,7 @@ void GSDevice10::DrawPrimitive()
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void GSDevice10::EndScene()
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{
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PSSetShaderResources(NULL, NULL);
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//PSSetShaderResources(NULL, NULL);
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// not clearing the rt/ds gives a little fps boost in complex games (5-10%)
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@ -268,7 +268,7 @@ void GSDevice11::DrawPrimitive()
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void GSDevice11::EndScene()
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{
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PSSetShaderResources(NULL, NULL);
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//PSSetShaderResources(NULL, NULL);
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// not clearing the rt/ds gives a little fps boost in complex games (5-10%)
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