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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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neobrain committed Dec 1, 2012
1 parent aaeeef4 commit bed260a
Showing 1 changed file with 1 addition and 0 deletions.
1 change: 1 addition & 0 deletions Source/Core/VideoCommon/Src/VertexShaderManager.cpp
Expand Up @@ -207,6 +207,7 @@ void VertexShaderManager::SetConstants()
int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
const float* pstart = (const float*)&xfmem[XFMEM_POSTMATRICES + startn * 4];
SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
nPostTransformMatricesChanged[0] = nPostTransformMatricesChanged[1] = -1;
}

if (nLightsChanged[0] >= 0)
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