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Emulator Issues #13875
openReduce Vertex Manager Flushing For GPU Skinned Meshes
Emulator Issues #13875:
Reduce Vertex Manager Flushing For GPU Skinned Meshes
% Done:
0%
Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
Yes
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
Description
Whenever XF memory changes, Dolphin will flush the vertex manager. This is the right thing to do generally but one area that is very inefficient is with GPU skinning (animation on the GPU). Many character meshes will take numerous draws to render because the per-vertex skinning matrix changes between draw calls, triggering a flush.
GPUs do better crunching through data. So it'd be more efficient if we bundled these draws together.
Doing so requires us to not only remove the extraneous flushing but also change the vertex shader generation which currently assumes each vertex has an index into a (relatively tiny) skinning buffer.
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