atomic cas use prefetchw if available
remove useless memorybarrier remove double membarrier in wait pm4 cmd add int64 cvar use int64 cvar for x64 feature mask Rework some functions that were frontend bound according to vtune placing some of their code in different noinline functions, profiling after indicating l1 cache misses decreased and perf of func increased remove long vpinsrd dep chain code for conversion.h, instead do normal load+bswap or movbe if avail Much faster entry table via split_map, code size could be improved though GetResolveInfo was very large and had impact on icache, mark callees as noinline + msvc pragma optimize small use log2 shifts instead of integer divides in memory minor optimizations in PhysicalHeap::EnableAccessCallbacks, the majority of time in the function is spent looping, NOT calling Protect! Someone should optimize this function and rework the algo completely remove wonky scheduling log message, it was spammy and unhelpful lock count was unnecessary for criticalsection mutex, criticalsection is already a recursive mutex brief notes i gotta run
This commit is contained in:
@@ -475,6 +475,8 @@ inline uint32_t GetD3D10SampleIndexForGuest2xMSAA(
|
||||
|
||||
// To avoid passing values that the shader won't understand (even though
|
||||
// Direct3D 9 shouldn't pass them anyway).
|
||||
XE_NOINLINE
|
||||
XE_NOALIAS
|
||||
xenos::CopySampleSelect SanitizeCopySampleSelect(
|
||||
xenos::CopySampleSelect copy_sample_select, xenos::MsaaSamples msaa_samples,
|
||||
bool is_depth);
|
||||
|
||||
Reference in New Issue
Block a user