Commit Description:
Streamline performance of debug code....
Commit Description:
Streamline performance of debug code. Use raw floats for draw times and avoid resorting so many times. Seems to reduce time by about a third. Still ends up slow after leaving the game running for a few minutes.
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FNA/lib/MojoShader/tests/2.vsh
30 lines | 776 B | text/plain | TextLexer
vs.2.0
//------------------------------------------------------------------------------
// Simple Vertex Shader
//
// Constants Registers:
//
// c0-c3 = combined model-view-projection matrix
// c4 = constant color (defined by the application)
//
// Input Registers:
//
// v0 = per-vertex position
// v1 = per-vertex color
//
// Output Registers:
//
// oPos = homogeneous position
// oD0 = diffuse color
//
//------------------------------------------------------------------------------
dcl_position v0
dcl_color v1
m4x4 oPos, v0, c0 // Transform the per-vertex position into clip-space
mov oD0, v1 // Use the original per-vertex color specified
//mov oD0, c4 // Uncomment this to use the constant color stored at c4