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authorNeoBrainX <NeoBrainX@gmail.com>2012-12-01 14:23:24 +0100
committerNeoBrainX <NeoBrainX@gmail.com>2012-12-01 14:23:24 +0100
commitbed260aa147cdf82b6914ec476cc36821a046b0f (patch)
tree3b4c8a039a04d32c52d8c84256141dfdc2f70859 /Source/Core/VideoCommon
parentaaeeef48da3e6b667d5eaf9dff43a216371684de (diff)
VertexShaderManager: Fix redundant shader constant updates.
Thanks to konpie for spotting this. Might give a fairly perceivable speedup in the D3D11 backend.
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
index 6ad877318f..8d24402b49 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
@@ -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)