GL: Safer vertex loading (should fix the new zelda crash), added vertex format logging to "show some statistics"
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1295 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -39,6 +39,7 @@
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#include "rasterfont.h"
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#include "VertexShader.h"
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#include "PixelShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#if !defined(OSX64)
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@ -791,7 +792,11 @@ void Renderer::SwapBuffers()
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p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
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p+=sprintf(p,"Num vertex loaders: %i\n",stats.numVertexLoaders);
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Renderer::RenderText(st, 20, 20, 0xFF00FFFF);
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std::string text = st;
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VertexLoaderManager::AppendListToString(&text);
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Renderer::RenderText(text.c_str(), 20, 20, 0xFF00FFFF);
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}
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else
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{
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@ -23,6 +23,7 @@
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#include "Config.h"
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#include "Profiler.h"
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#include "MemoryUtil.h"
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#include "StringUtil.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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@ -110,6 +111,7 @@ void LOADERDECL TexMtx_Write_Short3()
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VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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{
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m_numLoadedVertices = 0;
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m_VertexSize = 0;
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m_numPipelineStages = 0;
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m_NativeFmt = new NativeVertexFormat();
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@ -135,9 +137,18 @@ void VertexLoader::CompileVertexTranslator()
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{
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m_VertexSize = 0;
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#ifdef USE_JIT
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u8 *old_code_ptr = GetWritableCodePtr();
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SetCodePtr(m_compiledCode);
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ABI_EmitPrologue(4);
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// Start loop here
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MOV(32, M(&tcIndex), Imm32(0));
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MOV(32, M(&colIndex), Imm32(0));
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MOV(32, M(&s_texmtxwrite), Imm32(0));
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MOV(32, M(&s_texmtxread), Imm32(0));
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#endif
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// Colors
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const int col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
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// TextureCoord
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@ -450,6 +461,9 @@ void VertexLoader::CompileVertexTranslator()
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if (vtx_decl.stride != offset)
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PanicAlert("offset/stride mismatch, %i %i", vtx_decl.stride, offset);
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#ifdef USE_JIT
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// End loop here
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// SUB(32, M(&vtxCounter), Imm8(1));
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// J_CC(CC_NZ, loop);
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ABI_EmitEpilogue(4);
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#endif
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SetCodePtr(old_code_ptr);
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@ -565,6 +579,8 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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{
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DVSTARTPROFILE();
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m_numLoadedVertices += count;
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// Flush if our vertex format is different from the currently set.
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if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
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{
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@ -618,15 +634,9 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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if (VertexManager::GetRemainingSize() < 2 * native_stride)
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VertexManager::Flush();
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break;
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case 0: // quads
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granularity = 4;
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break;
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case 2: // tris
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granularity = 3;
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break;
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case 5: // lines
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granularity = 2;
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break;
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case 0: granularity = 4; break; // quads
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case 2: granularity = 3; break; // tris
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case 5: granularity = 2; break; // lines
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}
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int startv = 0, extraverts = 0;
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@ -634,7 +644,8 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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while (v < count)
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{
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if (VertexManager::GetRemainingSize() < granularity*native_stride) {
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int remainingVerts = VertexManager::GetRemainingSize() / native_stride;
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if (remainingVerts < granularity) {
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INCSTAT(stats.thisFrame.numBufferSplits);
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// This buffer full - break current primitive and flush, to switch to the next buffer.
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u8* plastptr = VertexManager::s_pCurBufferPointer;
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@ -675,22 +686,26 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
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}
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startv = v;
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}
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int remainingPrims = remainingVerts / granularity;
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remainingVerts = remainingPrims * granularity;
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if (count - v < remainingVerts)
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remainingVerts = count - v;
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for (int s = 0; s < granularity; s++)
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// Clean tight loader loop. Todo - build the loop into the JIT code.
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for (int s = 0; s < remainingVerts; s++)
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{
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tcIndex = 0;
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colIndex = 0;
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s_texmtxwrite = s_texmtxread = 0;
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#ifdef USE_JIT
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((void (*)())(void*)m_compiledCode)();
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#else
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tcIndex = 0;
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colIndex = 0;
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s_texmtxwrite = s_texmtxread = 0;
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for (int i = 0; i < m_numPipelineStages; i++)
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m_PipelineStages[i]();
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#endif
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PRIM_LOG("\n");
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v++;
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}
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v += remainingVerts;
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}
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if (startv < count)
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@ -742,3 +757,18 @@ void VertexLoader::SetVAT(u32 _group0, u32 _group1, u32 _group2)
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m_VtxAttr.texCoord[7].Format = vat.g2.Tex7CoordFormat;
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m_VtxAttr.texCoord[7].Frac = vat.g2.Tex7Frac;
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};
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void VertexLoader::AppendToString(std::string *dest) {
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static const char *posMode[4] = {
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"Invalid",
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"Direct",
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"Idx8",
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"Idx16",
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};
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static const char *posFormats[5] = {
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"u8", "s8", "u16", "s16", "flt",
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};
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dest->append(StringFromFormat("sz: %i skin: %i Pos: %i %s %s Nrm: %i %s %s - %i vtx\n",
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m_VertexSize, m_VtxDesc.PosMatIdx, m_VtxAttr.PosElements ? 3 : 2, posMode[m_VtxDesc.Position], posFormats[m_VtxAttr.PosFormat],
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m_VtxAttr.NormalElements, posMode[m_VtxDesc.Normal], posFormats[m_VtxAttr.NormalFormat], m_numLoadedVertices));
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}
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@ -18,6 +18,8 @@
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#ifndef _VERTEXLOADER_H
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#define _VERTEXLOADER_H
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#include <string>
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#include "CPMemory.h"
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#include "DataReader.h"
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@ -59,6 +61,9 @@ public:
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int GetVertexSize() const {return m_VertexSize;}
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void RunVertices(int vtx_attr_group, int primitive, int count);
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// For debugging / profiling
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void AppendToString(std::string *dest);
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private:
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enum
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{
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@ -83,6 +88,8 @@ private:
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u8 *m_compiledCode;
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int m_numLoadedVertices;
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void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
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void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
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@ -50,6 +50,14 @@ void Shutdown()
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g_VertexLoaderMap.clear();
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}
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void AppendListToString(std::string *dest)
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{
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for (VertexLoaderMap::iterator iter = g_VertexLoaderMap.begin(); iter != g_VertexLoaderMap.end(); ++iter)
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{
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iter->second->AppendToString(dest);
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}
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}
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void MarkAllDirty()
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{
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s_attr_dirty = 0xff;
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@ -30,6 +30,9 @@ namespace VertexLoaderManager
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int GetVertexSize(int vtx_attr_group);
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void RunVertices(int vtx_attr_group, int primitive, int count);
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// For debugging
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void AppendListToString(std::string *dest);
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// TODO - don't expose these like this.
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// static u8* s_pCurBufferPointer;
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};
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@ -85,19 +85,6 @@ void ResetBuffer()
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s_vStoredPrimitives.resize(0);
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}
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void ResetComponents()
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{
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s_prevcomponents = 0;
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
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for (int i = 0; i < 8; i++)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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int GetRemainingSize()
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{
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return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
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@ -108,12 +95,21 @@ void AddVertices(int primitive, int numvertices)
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_assert_( numvertices > 0 );
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ADDSTAT(stats.thisFrame.numPrims, numvertices);
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/*
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if (s_vStoredPrimitives.size() && s_vStoredPrimitives[s_vStoredPrimitives.size() - 1].first == primitive) {
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// Actually, just count potential primitive joins.
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// Doesn't seem worth it in Metroid Prime games.
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INCSTAT(stats.thisFrame.numPrimitiveJoins);
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}*/
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if (s_vStoredPrimitives.size() && s_vStoredPrimitives[s_vStoredPrimitives.size() - 1].first == c_primitiveType[primitive]) {
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// We can join primitives for free here. Not likely to help much, though, but whatever...
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if (c_primitiveType[primitive] == GL_TRIANGLES ||
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c_primitiveType[primitive] == GL_LINES ||
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c_primitiveType[primitive] == GL_POINTS ||
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c_primitiveType[primitive] == GL_QUADS) {
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INCSTAT(stats.thisFrame.numPrimitiveJoins);
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// Easy join
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std::pair<int, int> &last_pair = s_vStoredPrimitives[s_vStoredPrimitives.size() - 1];
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last_pair.second += numvertices;
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return;
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}
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// Joining strips is a lot more work but would bring more gain. Not sure if it's worth it though.
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}
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s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
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#if defined(_DEBUG) || defined(DEBUGFAST)
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@ -30,7 +30,6 @@ bool Init();
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void Shutdown();
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void ResetBuffer();
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void ResetComponents();
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void AddVertices(int primitive, int numvertices);
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void Flush(); // flushes the current buffer
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