minor speedup in gfx3d: build verts directly into the main vertex list instead of a 32B temp struct which needs to be copied each time a poly is completed.
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@ -153,7 +153,13 @@ int listTwiddle = 1;
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int triStripToggle;
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//list-building state
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VERTLIST tempVertList;
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struct {
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//the number of verts registered in this list
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int count;
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//indices to the main vert list
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int map[4];
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} tempVertInfo;
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static void twiddleLists() {
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listTwiddle++;
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@ -478,12 +484,12 @@ void gfx3d_glBegin(unsigned long v)
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{
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vtxFormat = v&0x03;
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triStripToggle = 0;
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tempVertList.count = 0;
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tempVertInfo.count = 0;
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}
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void gfx3d_glEnd(void)
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{
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tempVertList.count = 0;
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tempVertInfo.count = 0;
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}
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void gfx3d_glColor3b(unsigned long v)
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@ -493,6 +499,12 @@ void gfx3d_glColor3b(unsigned long v)
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colorRGB[2] = ((v>>10)&0x1F);
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}
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static void SUBMITVERTEX(int i, int n)
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{
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polylist->list[polylist->count].vertIndexes[i] = tempVertInfo.map[n];
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}
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//Submit a vertex to the GE
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static void SetVertex()
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{
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@ -530,7 +542,8 @@ static void SetVertex()
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//TODO - viewport transform
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//record the vertex
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VERT &vert = tempVertList.list[tempVertList.count];
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//VERT &vert = tempVertList.list[tempVertList.count];
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VERT &vert = vertlist->list[vertlist->count + tempVertInfo.count];
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vert.texcoord[0] = last_s;
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vert.texcoord[1] = last_t;
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vert.coord[0] = coordTransformed[0];
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@ -542,51 +555,58 @@ static void SetVertex()
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vert.color[2] = colorRGB[2];
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vert.color[3] = colorRGB[3];
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vert.depth = 0x7FFF * coordTransformed[2];
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tempVertList.count++;
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tempVertInfo.map[tempVertInfo.count] = vertlist->count + tempVertInfo.count;
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tempVertInfo.count++;
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//possibly complete a polygon
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{
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#define SUBMITVERTEX(i,n) vertlist->list[polylist->list[polylist->count].vertIndexes[i] = vertlist->count++] = tempVertList.list[n];
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int completed=0;
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switch(vtxFormat) {
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case 0: //GL_TRIANGLES
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if(tempVertList.count!=3)
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if(tempVertInfo.count!=3)
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break;
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completed = 1;
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//vertlist->list[polylist->list[polylist->count].vertIndexes[i] = vertlist->count++] = tempVertList.list[n];
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SUBMITVERTEX(0,0);
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SUBMITVERTEX(1,1);
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SUBMITVERTEX(2,2);
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vertlist->count+=3;
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polylist->list[polylist->count].type = 3;
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tempVertList.count = 0;
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tempVertInfo.count = 0;
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break;
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case 1: //GL_QUADS
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if(tempVertList.count!=4)
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if(tempVertInfo.count!=4)
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break;
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completed = 1;
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SUBMITVERTEX(0,0);
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SUBMITVERTEX(1,1);
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SUBMITVERTEX(2,2);
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SUBMITVERTEX(3,3);
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vertlist->count+=4;
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polylist->list[polylist->count].type = 4;
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tempVertList.count = 0;
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tempVertInfo.count = 0;
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break;
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case 2: //GL_TRIANGLE_STRIP
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if(tempVertList.count!=3)
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if(tempVertInfo.count!=3)
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break;
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completed = 1;
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SUBMITVERTEX(0,0);
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SUBMITVERTEX(1,1);
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SUBMITVERTEX(2,2);
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polylist->list[polylist->count].type = 3;
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if(triStripToggle)
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tempVertList.list[1] = tempVertList.list[2];
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tempVertInfo.map[1] = vertlist->count+2;
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else
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tempVertList.list[0] = tempVertList.list[2];
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tempVertInfo.map[0] = vertlist->count+2;
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vertlist->count+=3;
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triStripToggle ^= 1;
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tempVertList.count = 2;
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tempVertInfo.count = 2;
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break;
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case 3: //GL_QUAD_STRIP
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if(tempVertList.count!=4)
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if(tempVertInfo.count!=4)
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break;
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completed = 1;
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SUBMITVERTEX(0,0);
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@ -594,9 +614,10 @@ static void SetVertex()
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SUBMITVERTEX(2,3);
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SUBMITVERTEX(3,2);
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polylist->list[polylist->count].type = 4;
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tempVertList.list[0] = tempVertList.list[2];
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tempVertList.list[1] = tempVertList.list[3];
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tempVertList.count = 2;
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tempVertInfo.map[0] = vertlist->count+2;
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tempVertInfo.map[1] = vertlist->count+3;
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vertlist->count+=4;
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tempVertInfo.count = 2;
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break;
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}
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@ -1684,7 +1705,7 @@ SFORMAT SF_GFX3D[]={
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{ "GSFO", 4, 1, &gfx3d.fogOffset},
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{ "GSTT", 4, 32, gfx3d.rgbToonTable},
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{ "GSST", 4, 128, shininessTable},
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{ "GSSI", 2, 1, &shininessInd},
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{ "GSSI", 4, 1, &shininessInd},
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{ 0 }
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};
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@ -133,4 +133,4 @@ int read32le(u32 *Bufo, std::istream *is)
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#endif
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return 1;
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}
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