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# include "Common/CommonTypes.h"
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# include "VideoCommon/BPStructs.h"
# include "VideoCommon/Debugger.h"
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# include "VideoCommon/GeometryShaderManager.h"
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# include "VideoCommon/IndexGenerator.h"
# include "VideoCommon/MainBase.h"
# include "VideoCommon/NativeVertexFormat.h"
# include "VideoCommon/OpcodeDecoding.h"
# include "VideoCommon/PerfQueryBase.h"
# include "VideoCommon/PixelShaderManager.h"
# include "VideoCommon/RenderBase.h"
# include "VideoCommon/Statistics.h"
# include "VideoCommon/TextureCacheBase.h"
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# include "VideoCommon/VertexLoaderManager.h"
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# include "VideoCommon/VertexManagerBase.h"
# include "VideoCommon/VertexShaderManager.h"
# include "VideoCommon/VideoConfig.h"
# include "VideoCommon/XFMemory.h"
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VertexManager * g_vertex_manager ;
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u8 * VertexManager : : s_pCurBufferPointer ;
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u8 * VertexManager : : s_pBaseBufferPointer ;
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u8 * VertexManager : : s_pEndBufferPointer ;
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PrimitiveType VertexManager : : current_primitive_type ;
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Slope VertexManager : : ZSlope ;
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bool VertexManager : : IsFlushed ;
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static const PrimitiveType primitive_from_gx [ 8 ] = {
PRIMITIVE_TRIANGLES , // GX_DRAW_QUADS
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PRIMITIVE_TRIANGLES , // GX_DRAW_QUADS_2
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PRIMITIVE_TRIANGLES , // GX_DRAW_TRIANGLES
PRIMITIVE_TRIANGLES , // GX_DRAW_TRIANGLE_STRIP
PRIMITIVE_TRIANGLES , // GX_DRAW_TRIANGLE_FAN
PRIMITIVE_LINES , // GX_DRAW_LINES
PRIMITIVE_LINES , // GX_DRAW_LINE_STRIP
PRIMITIVE_POINTS , // GX_DRAW_POINTS
} ;
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VertexManager : : VertexManager ( )
{
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IsFlushed = true ;
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}
VertexManager : : ~ VertexManager ( )
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{
}
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u32 VertexManager : : GetRemainingSize ( )
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{
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return ( u32 ) ( s_pEndBufferPointer - s_pCurBufferPointer ) ;
}
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DataReader VertexManager : : PrepareForAdditionalData ( int primitive , u32 count , u32 stride )
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{
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// The SSE vertex loader can write up to 4 bytes past the end
u32 const needed_vertex_bytes = count * stride + 4 ;
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// We can't merge different kinds of primitives, so we have to flush here
if ( current_primitive_type ! = primitive_from_gx [ primitive ] )
Flush ( ) ;
current_primitive_type = primitive_from_gx [ primitive ] ;
// Check for size in buffer, if the buffer gets full, call Flush()
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if ( ! IsFlushed & & ( count > IndexGenerator : : GetRemainingIndices ( ) | |
count > GetRemainingIndices ( primitive ) | | needed_vertex_bytes > GetRemainingSize ( ) ) )
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{
Flush ( ) ;
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if ( count > IndexGenerator : : GetRemainingIndices ( ) )
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ERROR_LOG ( VIDEO , " Too little remaining index values. Use 32-bit or reset them on flush. " ) ;
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if ( count > GetRemainingIndices ( primitive ) )
ERROR_LOG ( VIDEO , " VertexManager: Buffer not large enough for all indices! "
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" Increase MAXIBUFFERSIZE or we need primitive breaking after all. " ) ;
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if ( needed_vertex_bytes > GetRemainingSize ( ) )
ERROR_LOG ( VIDEO , " VertexManager: Buffer not large enough for all vertices! "
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" Increase MAXVBUFFERSIZE or we need primitive breaking after all. " ) ;
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}
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// need to alloc new buffer
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if ( IsFlushed )
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{
g_vertex_manager - > ResetBuffer ( stride ) ;
IsFlushed = false ;
}
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return DataReader ( s_pCurBufferPointer , s_pEndBufferPointer ) ;
}
void VertexManager : : FlushData ( u32 count , u32 stride )
{
s_pCurBufferPointer + = count * stride ;
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}
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u32 VertexManager : : GetRemainingIndices ( int primitive )
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{
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u32 index_len = MAXIBUFFERSIZE - IndexGenerator : : GetIndexLen ( ) ;
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if ( g_Config . backend_info . bSupportsPrimitiveRestart )
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{
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switch ( primitive )
{
case GX_DRAW_QUADS :
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case GX_DRAW_QUADS_2 :
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return index_len / 5 * 4 ;
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case GX_DRAW_TRIANGLES :
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return index_len / 4 * 3 ;
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case GX_DRAW_TRIANGLE_STRIP :
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return index_len / 1 - 1 ;
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case GX_DRAW_TRIANGLE_FAN :
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return index_len / 6 * 4 + 1 ;
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case GX_DRAW_LINES :
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return index_len ;
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case GX_DRAW_LINE_STRIP :
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return index_len / 2 + 1 ;
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case GX_DRAW_POINTS :
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return index_len ;
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default :
return 0 ;
}
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}
else
{
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switch ( primitive )
{
case GX_DRAW_QUADS :
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case GX_DRAW_QUADS_2 :
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return index_len / 6 * 4 ;
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case GX_DRAW_TRIANGLES :
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return index_len ;
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case GX_DRAW_TRIANGLE_STRIP :
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return index_len / 3 + 2 ;
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case GX_DRAW_TRIANGLE_FAN :
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return index_len / 3 + 2 ;
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case GX_DRAW_LINES :
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return index_len ;
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case GX_DRAW_LINE_STRIP :
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return index_len / 2 + 1 ;
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case GX_DRAW_POINTS :
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return index_len ;
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default :
return 0 ;
}
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}
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}
void VertexManager : : Flush ( )
{
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if ( IsFlushed )
return ;
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// loading a state will invalidate BP, so check for it
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g_video_backend - > CheckInvalidState ( ) ;
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VideoFifo_CheckEFBAccess ( ) ;
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# if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG ( " frame%d: \n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d " , g_ActiveConfig . iSaveTargetId , xfmem . numTexGen . numTexGens ,
xfmem . numChan . numColorChans , xfmem . dualTexTrans . enabled , bpmem . ztex2 . op ,
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( int ) bpmem . blendmode . colorupdate , ( int ) bpmem . blendmode . alphaupdate , ( int ) bpmem . zmode . updateenable ) ;
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for ( unsigned int i = 0 ; i < xfmem . numChan . numColorChans ; + + i )
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{
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LitChannel * ch = & xfmem . color [ i ] ;
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PRIM_LOG ( " colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d " , i , ch - > matsource , ch - > GetFullLightMask ( ) , ch - > ambsource , ch - > diffusefunc , ch - > attnfunc ) ;
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ch = & xfmem . alpha [ i ] ;
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PRIM_LOG ( " alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d " , i , ch - > matsource , ch - > GetFullLightMask ( ) , ch - > ambsource , ch - > diffusefunc , ch - > attnfunc ) ;
}
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for ( unsigned int i = 0 ; i < xfmem . numTexGen . numTexGens ; + + i )
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{
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TexMtxInfo tinfo = xfmem . texMtxInfo [ i ] ;
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if ( tinfo . texgentype ! = XF_TEXGEN_EMBOSS_MAP ) tinfo . hex & = 0x7ff ;
if ( tinfo . texgentype ! = XF_TEXGEN_REGULAR ) tinfo . projection = 0 ;
PRIM_LOG ( " txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d " ,
i , tinfo . projection , tinfo . inputform , tinfo . texgentype , tinfo . sourcerow , tinfo . embosssourceshift , tinfo . embosslightshift ,
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xfmem . postMtxInfo [ i ] . index , xfmem . postMtxInfo [ i ] . normalize ) ;
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}
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PRIM_LOG ( " pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x " , ( int ) bpmem . genMode . numtevstages + 1 , ( int ) bpmem . genMode . numindstages ,
( int ) bpmem . genMode . numtexgens , ( u32 ) bpmem . dstalpha . enable , ( bpmem . alpha_test . hex > > 16 ) & 0xff ) ;
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# endif
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BitSet32 usedtextures ;
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for ( u32 i = 0 ; i < bpmem . genMode . numtevstages + 1u ; + + i )
if ( bpmem . tevorders [ i / 2 ] . getEnable ( i & 1 ) )
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usedtextures [ bpmem . tevorders [ i / 2 ] . getTexMap ( i & 1 ) ] = true ;
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if ( bpmem . genMode . numindstages > 0 )
for ( unsigned int i = 0 ; i < bpmem . genMode . numtevstages + 1u ; + + i )
if ( bpmem . tevind [ i ] . IsActive ( ) & & bpmem . tevind [ i ] . bt < bpmem . genMode . numindstages )
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usedtextures [ bpmem . tevindref . getTexMap ( bpmem . tevind [ i ] . bt ) ] = true ;
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for ( unsigned int i : usedtextures )
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{
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g_renderer - > SetSamplerState ( i & 3 , i > > 2 ) ;
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const TextureCache : : TCacheEntryBase * tentry = TextureCache : : Load ( i ) ;
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if ( tentry )
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{
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// 0s are probably for no manual wrapping needed.
PixelShaderManager : : SetTexDims ( i , tentry - > native_width , tentry - > native_height , 0 , 0 ) ;
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}
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else
ERROR_LOG ( VIDEO , " error loading texture " ) ;
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}
// set global constants
VertexShaderManager : : SetConstants ( ) ;
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GeometryShaderManager : : SetConstants ( ) ;
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PixelShaderManager : : SetConstants ( ) ;
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// Calculate ZSlope for zfreeze
if ( ! bpmem . genMode . zfreeze )
{
// Must be done after VertexShaderManager::SetConstants()
CalculateZSlope ( VertexLoaderManager : : GetCurrentVertexFormat ( ) ) ;
}
else if ( ZSlope . dirty ) // or apply any dirty ZSlopes
{
PixelShaderManager : : SetZSlope ( ZSlope . dfdx , ZSlope . dfdy , ZSlope . f0 ) ;
ZSlope . dirty = false ;
}
// If cull mode is CULL_ALL, we shouldn't render any triangles/quads (points and lines don't get culled)
// vertex loader has already converted any quads into triangles, so we just check for triangles.
// TODO: These culled primites need to get this far through the pipeline to be used as zfreeze refrence
// planes. But currently we apply excessive processing and store the vertices in buffers on the
// video card, which is a waste of bandwidth.
if ( bpmem . genMode . cullmode = = GenMode : : CULL_ALL & & current_primitive_type = = PRIMITIVE_TRIANGLES )
{
GFX_DEBUGGER_PAUSE_AT ( NEXT_FLUSH , true ) ;
IsFlushed = true ;
return ;
}
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bool useDstAlpha = ! g_ActiveConfig . bDstAlphaPass & &
bpmem . dstalpha . enable & &
bpmem . blendmode . alphaupdate & &
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bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ;
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if ( PerfQueryBase : : ShouldEmulate ( ) )
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g_perf_query - > EnableQuery ( bpmem . zcontrol . early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP ) ;
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g_vertex_manager - > vFlush ( useDstAlpha ) ;
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if ( PerfQueryBase : : ShouldEmulate ( ) )
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g_perf_query - > DisableQuery ( bpmem . zcontrol . early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP ) ;
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GFX_DEBUGGER_PAUSE_AT ( NEXT_FLUSH , true ) ;
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if ( xfmem . numTexGen . numTexGens ! = bpmem . genMode . numtexgens )
ERROR_LOG ( VIDEO , " xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream. " , xfmem . numTexGen . numTexGens , bpmem . genMode . numtexgens . Value ( ) ) ;
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IsFlushed = true ;
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}
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void VertexManager : : DoState ( PointerWrap & p )
{
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p . Do ( ZSlope ) ;
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g_vertex_manager - > vDoState ( p ) ;
}
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void VertexManager : : CalculateZSlope ( NativeVertexFormat * format )
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{
float vtx [ 9 ] ;
float out [ 12 ] ;
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float viewOffset [ 2 ] = { xfmem . viewport . xOrig - bpmem . scissorOffset . x * 2 ,
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xfmem . viewport . yOrig - bpmem . scissorOffset . y * 2 } ;
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// Global matrix ID.
u32 mtxIdx = g_main_cp_state . matrix_index_a . PosNormalMtxIdx ;
PortableVertexDeclaration vert_decl = format - > GetVertexDeclaration ( ) ;
size_t posOff = vert_decl . position . offset ;
size_t mtxOff = vert_decl . posmtx . offset ;
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if z--freeze
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// is enabled in the following flush.
for ( unsigned int i = 0 ; i < 3 ; + + i )
{
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u8 * vtx_ptr = s_pCurBufferPointer - vert_decl . stride * ( 3 - i ) ;
vtx [ 0 + i * 3 ] = ( ( float * ) ( vtx_ptr + posOff ) ) [ 0 ] ;
vtx [ 1 + i * 3 ] = ( ( float * ) ( vtx_ptr + posOff ) ) [ 1 ] ;
vtx [ 2 + i * 3 ] = ( ( float * ) ( vtx_ptr + posOff ) ) [ 2 ] ;
// If this vertex format has per-vertex position matrix IDs, look it up.
if ( vert_decl . posmtx . enable )
mtxIdx = * ( ( u32 * ) ( vtx_ptr + mtxOff ) ) ;
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VertexShaderManager : : TransformToClipSpace ( & vtx [ i * 3 ] , & out [ i * 4 ] , mtxIdx ) ;
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// Transform to Screenspace
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float inv_w = 1.0f / out [ 3 + i * 4 ] ;
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out [ 0 + i * 4 ] = out [ 0 + i * 4 ] * inv_w * xfmem . viewport . wd + viewOffset [ 0 ] ;
out [ 1 + i * 4 ] = out [ 1 + i * 4 ] * inv_w * xfmem . viewport . ht + viewOffset [ 1 ] ;
out [ 2 + i * 4 ] = out [ 2 + i * 4 ] * inv_w * xfmem . viewport . zRange + xfmem . viewport . farZ ;
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}
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float dx31 = out [ 8 ] - out [ 0 ] ;
float dx12 = out [ 0 ] - out [ 4 ] ;
float dy12 = out [ 1 ] - out [ 5 ] ;
float dy31 = out [ 9 ] - out [ 1 ] ;
float DF31 = out [ 10 ] - out [ 2 ] ;
float DF21 = out [ 6 ] - out [ 2 ] ;
float a = DF31 * - dy12 - DF21 * dy31 ;
float b = dx31 * DF21 + dx12 * DF31 ;
float c = - dx12 * dy31 - dx31 * - dy12 ;
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// Sometimes we process de-generate triangles. Stop any divide by zeros
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if ( c = = 0 )
return ;
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ZSlope . dfdx = - a / c ;
ZSlope . dfdy = - b / c ;
ZSlope . f0 = out [ 2 ] - ( out [ 0 ] * ZSlope . dfdx + out [ 1 ] * ZSlope . dfdy ) ;
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ZSlope . dirty = true ;
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}