Hi,
Teasing first :
DK returns : 17ms saved on the wide view of the island level selection.
One Piece Unlimited Aventure : 9ms save on the press A screen.
ETC…
Because the D3D back end is far behind compared to GL, at least on the games i tested, i decide to look at why. I made a first batch of changes in a fork to found here : https://github.com/galop1n/dolphin/tree/D3D
As a long date Perforce user, i am not used to GIT yet. So if you have advice in regards to the philosophy behind code review and pull requests to the dolphin project, just light me![Smile Smile]()
Also, i already saw several different coding style in sources, is there a document a bit less practical than "when in Rome, do as the Romans do" to not bring mine in the battle ?
For the story behind what i did :
Sadly, DX11 API and the underlying nVidia/AMD driver is far more costly than the GL one, even if used correctly. And correctly is quite perpendicular on some aspects to what should be done compared to a fully home made graphic engine ( like immutable vertex buffers versus everything streams each frame ). DX12 will solve most of it once it got a public release but there is already some effective clean because there is a lot of abusive D3D redundancy in the place![Smile Smile]()
On the island level selection map of Donkey Kong Country Returns, i went from 37ms to 20ms for example
i lost 2ms from the original 18ms best shot while going from crappy code change to an acceptable and maintainable one, but it will be possible to get it back of course. It was because i went a little lower level on some redundancy state detection and eviction from my crappy test ![Smile Smile]()
Feel free to comment or give advice on how to work on a public project.
Teasing first :
DK returns : 17ms saved on the wide view of the island level selection.
One Piece Unlimited Aventure : 9ms save on the press A screen.
ETC…
Because the D3D back end is far behind compared to GL, at least on the games i tested, i decide to look at why. I made a first batch of changes in a fork to found here : https://github.com/galop1n/dolphin/tree/D3D
As a long date Perforce user, i am not used to GIT yet. So if you have advice in regards to the philosophy behind code review and pull requests to the dolphin project, just light me

Also, i already saw several different coding style in sources, is there a document a bit less practical than "when in Rome, do as the Romans do" to not bring mine in the battle ?
For the story behind what i did :
Sadly, DX11 API and the underlying nVidia/AMD driver is far more costly than the GL one, even if used correctly. And correctly is quite perpendicular on some aspects to what should be done compared to a fully home made graphic engine ( like immutable vertex buffers versus everything streams each frame ). DX12 will solve most of it once it got a public release but there is already some effective clean because there is a lot of abusive D3D redundancy in the place

On the island level selection map of Donkey Kong Country Returns, i went from 37ms to 20ms for example


Feel free to comment or give advice on how to work on a public project.