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OpcodeDecoding: Cache vertex sizes #11067
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The new version just uses the vertex size that's stored in the VertexLoader if that's available. |
Spotted by Pokechu22.
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could it bring some improvement in other games like fzero or metroid prime? |
I think @JMC47 tried it with those and it was between 2 and 5% faster. |
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Ready for another round of reviews. |
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Untested but code wise LGTM. Great work @K0bin !!
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sigh Either my local clang-format doesn't pick up the Dolphin config file or the CI bot has a different set of rules. |
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Looks good to me. Most of my testing was on single core which didn't show much of an improvement (possibly because of other accuracy settings I have enabled), but I saw a lot larger of an improvement on dual-core. Thanks!
Regarding clang-format: I use MSVC's built-in formatting functionality, which picks up on the config file properly. I think there's also different behavior depending on the version of clang-format in use; I believe clang-format-9 is in use (and different versions behave differently with the same config).
I've tested this and the preceeding PR |
Small boost to Pokemon Colosseum/xd on scenes with shadow pokemon aura and moves like sunny day. |
I struggled a bit to find a place where to put the cache but I'm pretty happy with having it in the callback.The hit rate came out at 97% in Mario Galaxy. (I hooked it up to the stats HUD for testing.)
Together with #11066 Mario Galaxy goes from 85 fps to 140 fps on the hub world. (5900X, downclocked to 2.2 GHz)