Avoid repeatedly asserting in SWG plugin when matrix indices don't match. Small change to the transform unit to avoid some unnecessary work. Check if Q is zero before dividing UV coordinates by it. Fixes issue 3454.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6504 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -26,7 +26,7 @@
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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enum
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enum
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{
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{
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LINEAR_DISKCACHE_VER = 6473
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LINEAR_DISKCACHE_VER = 6504
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};
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};
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// On disk format:
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// On disk format:
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@ -730,7 +730,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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{
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// optional perspective divides
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// optional perspective divides
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if (xfregs.texcoords[i].texmtxinfo.projection == XF_TEXPROJ_STQ)
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if (xfregs.texcoords[i].texmtxinfo.projection == XF_TEXPROJ_STQ)
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WRITE(p, "uv%d.xy = uv%d.xy/uv%d.z;\n", i, i, i);
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{
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WRITE(p, "if (uv%d.z)", i);
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WRITE(p, " uv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
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WRITE(p, "else");
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WRITE(p, " uv%d.xy = float2(0.0f, 0.0f);\n", i);
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}
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WRITE(p, "uv%d.xy = uv%d.xy * "I_TEXDIMS"[%d].zw;\n", i, i, i);
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WRITE(p, "uv%d.xy = uv%d.xy * "I_TEXDIMS"[%d].zw;\n", i, i, i);
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}
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}
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@ -35,6 +35,7 @@ void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
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result.z = 1.0f;
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}
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}
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void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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@ -51,6 +52,13 @@ void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
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result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
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}
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}
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void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
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result.z = 1.0f;
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}
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void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
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{
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
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@ -134,14 +142,22 @@ inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
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const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
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const float *mat = (const float*)&xfregs.posMatrices[srcVertex->texMtx[coordNum] * 4];
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Vec3 *dst = &dstVertex->texCoords[coordNum];
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Vec3 *dst = &dstVertex->texCoords[coordNum];
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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if (texinfo.projection == XF_TEXPROJ_ST)
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{
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{
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MultiplyVec2Mat34(*src, mat, *dst);
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if (texinfo.inputform == XF_TEXINPUT_AB11 || specialCase)
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}
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MultiplyVec2Mat24(*src, mat, *dst);
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else
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else
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{
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MultiplyVec3Mat24(*src, mat, *dst);
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MultiplyVec3Mat34(*src, mat, *dst);
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}
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}
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else // texinfo.projection == XF_TEXPROJ_STQ
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{
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_assert_(!specialCase);
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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MultiplyVec2Mat34(*src, mat, *dst);
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else
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MultiplyVec3Mat34(*src, mat, *dst);
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}
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if (xfregs.dualTexTrans)
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if (xfregs.dualTexTrans)
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{
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{
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@ -107,16 +107,26 @@ void VertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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m_NumAttributeLoaders = 0;
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m_NumAttributeLoaders = 0;
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// Reset vertex
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// Reset vertex
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// matrix index from xfregs or cp memory?
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// matrix index from xf regs or cp memory?
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_assert_msg_(VIDEO, xfregs.MatrixIndexA.PosNormalMtxIdx == MatrixIndexA.PosNormalMtxIdx, "Matrix indices don't match");
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if (xfregs.MatrixIndexA.PosNormalMtxIdx != MatrixIndexA.PosNormalMtxIdx ||
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//_assert_msg_(VIDEO, xfregs.MatrixIndexA.Tex0MtxIdx == MatrixIndexA.Tex0MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexA.Tex0MtxIdx != MatrixIndexA.Tex0MtxIdx ||
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//_assert_msg_(VIDEO, xfregs.MatrixIndexA.Tex1MtxIdx == MatrixIndexA.Tex1MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexA.Tex1MtxIdx != MatrixIndexA.Tex1MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexA.Tex2MtxIdx == MatrixIndexA.Tex2MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexA.Tex2MtxIdx != MatrixIndexA.Tex2MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexA.Tex3MtxIdx == MatrixIndexA.Tex3MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexA.Tex3MtxIdx != MatrixIndexA.Tex3MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexB.Tex4MtxIdx == MatrixIndexB.Tex4MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexB.Tex4MtxIdx != MatrixIndexB.Tex4MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexB.Tex5MtxIdx == MatrixIndexB.Tex5MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexB.Tex5MtxIdx != MatrixIndexB.Tex5MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexB.Tex6MtxIdx == MatrixIndexB.Tex6MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexB.Tex6MtxIdx != MatrixIndexB.Tex6MtxIdx ||
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_assert_msg_(VIDEO, xfregs.MatrixIndexB.Tex7MtxIdx == MatrixIndexB.Tex7MtxIdx, "Matrix indices don't match");
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xfregs.MatrixIndexB.Tex7MtxIdx != MatrixIndexB.Tex7MtxIdx)
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{
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WARN_LOG(VIDEO, "Matrix indices don't match");
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// Just show the assert once
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static bool showedAlert = false;
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_assert_msg_(VIDEO, showedAlert, "Matrix indices don't match");
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showedAlert = true;
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}
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#if(1)
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m_Vertex.posMtx = xfregs.MatrixIndexA.PosNormalMtxIdx;
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m_Vertex.posMtx = xfregs.MatrixIndexA.PosNormalMtxIdx;
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m_Vertex.texMtx[0] = xfregs.MatrixIndexA.Tex0MtxIdx;
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m_Vertex.texMtx[0] = xfregs.MatrixIndexA.Tex0MtxIdx;
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m_Vertex.texMtx[1] = xfregs.MatrixIndexA.Tex1MtxIdx;
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m_Vertex.texMtx[1] = xfregs.MatrixIndexA.Tex1MtxIdx;
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@ -126,7 +136,8 @@ void VertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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m_Vertex.texMtx[5] = xfregs.MatrixIndexB.Tex5MtxIdx;
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m_Vertex.texMtx[5] = xfregs.MatrixIndexB.Tex5MtxIdx;
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m_Vertex.texMtx[6] = xfregs.MatrixIndexB.Tex6MtxIdx;
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m_Vertex.texMtx[6] = xfregs.MatrixIndexB.Tex6MtxIdx;
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m_Vertex.texMtx[7] = xfregs.MatrixIndexB.Tex7MtxIdx;
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m_Vertex.texMtx[7] = xfregs.MatrixIndexB.Tex7MtxIdx;
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/*m_Vertex.posMtx = MatrixIndexA.PosNormalMtxIdx;
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#else
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m_Vertex.posMtx = MatrixIndexA.PosNormalMtxIdx;
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m_Vertex.texMtx[0] = MatrixIndexA.Tex0MtxIdx;
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m_Vertex.texMtx[0] = MatrixIndexA.Tex0MtxIdx;
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m_Vertex.texMtx[1] = MatrixIndexA.Tex1MtxIdx;
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m_Vertex.texMtx[1] = MatrixIndexA.Tex1MtxIdx;
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m_Vertex.texMtx[2] = MatrixIndexA.Tex2MtxIdx;
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m_Vertex.texMtx[2] = MatrixIndexA.Tex2MtxIdx;
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@ -134,7 +145,8 @@ void VertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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m_Vertex.texMtx[4] = MatrixIndexB.Tex4MtxIdx;
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m_Vertex.texMtx[4] = MatrixIndexB.Tex4MtxIdx;
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m_Vertex.texMtx[5] = MatrixIndexB.Tex5MtxIdx;
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m_Vertex.texMtx[5] = MatrixIndexB.Tex5MtxIdx;
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m_Vertex.texMtx[6] = MatrixIndexB.Tex6MtxIdx;
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m_Vertex.texMtx[6] = MatrixIndexB.Tex6MtxIdx;
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m_Vertex.texMtx[7] = MatrixIndexB.Tex7MtxIdx;*/
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m_Vertex.texMtx[7] = MatrixIndexB.Tex7MtxIdx;
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#endif
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if (g_VtxDesc.PosMatIdx != NOT_PRESENT) {
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if (g_VtxDesc.PosMatIdx != NOT_PRESENT) {
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AddAttributeLoader(LoadPosMtx);
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AddAttributeLoader(LoadPosMtx);
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@ -258,7 +270,7 @@ void VertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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m_TexGenSpecialCase =
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m_TexGenSpecialCase =
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((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
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((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
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(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
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(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
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(xfregs.texMtxInfo[0].inputform == XF_TEXINPUT_AB11);
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(xfregs.texMtxInfo[0].projection == XF_TEXPROJ_ST);
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m_SetupUnit->Init(primitiveType);
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m_SetupUnit->Init(primitiveType);
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