Software: Fix zfreeze with CullMode::All
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164e0f742d
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@ -289,10 +289,42 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
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{
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INCSTAT(g_stats.this_frame.num_triangles_in)
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bool backface;
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if (!CullTest(v0, v1, v2, backface))
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if (IsTriviallyRejected(v0, v1, v2))
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{
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INCSTAT(g_stats.this_frame.num_triangles_rejected)
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// NOTE: The slope used by zfreeze shouldn't be updated if the triangle is
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// trivially rejected during clipping
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return;
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}
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bool backface = IsBackface(v0, v1, v2);
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if (!backface)
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{
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if (bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All)
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{
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// cull frontfacing - we still need to update the slope for zfreeze
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PerspectiveDivide(v0);
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PerspectiveDivide(v1);
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PerspectiveDivide(v2);
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Rasterizer::UpdateZSlope(v0, v1, v2);
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return;
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}
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}
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else
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{
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if (bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All)
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{
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// cull backfacing - we still need to update the slope for zfreeze
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PerspectiveDivide(v0);
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PerspectiveDivide(v2);
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PerspectiveDivide(v1);
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Rasterizer::UpdateZSlope(v0, v2, v1);
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return;
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}
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}
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int indices[NUM_INDICES] = {0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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@ -461,19 +493,18 @@ void ProcessPoint(OutputVertexData* center)
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Rasterizer::DrawTriangleFrontFace(&ur, &lr, &ul);
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}
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bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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bool& backface)
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bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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int mask = CalcClipMask(v0);
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mask &= CalcClipMask(v1);
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mask &= CalcClipMask(v2);
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if (mask)
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{
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INCSTAT(g_stats.this_frame.num_triangles_rejected)
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return false;
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}
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return mask != 0;
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}
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bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2)
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{
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float x0 = v0->projectedPosition.x;
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float x1 = v1->projectedPosition.x;
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float x2 = v2->projectedPosition.x;
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@ -486,29 +517,14 @@ bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const Outp
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float normalZDir = (x0 * w2 - x2 * w0) * y1 + (x2 * y0 - x0 * y2) * w1 + (y2 * w0 - y0 * w2) * x1;
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backface = normalZDir <= 0.0f;
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bool backface = normalZDir <= 0.0f;
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// Jimmie Johnson's Anything with an Engine has a positive viewport, while other games have a
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// negative viewport. The positive viewport does not require vertices to be vertically mirrored,
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// but the backface test does need to be inverted for things to be drawn.
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if (xfmem.viewport.ht > 0)
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backface = !backface;
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// TODO: Are these tests / the definition of backface above backwards?
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if ((bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All) &&
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!backface) // cull frontfacing
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{
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return false;
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}
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if ((bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All) &&
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backface) // cull backfacing
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{
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return false;
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}
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return true;
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return backface;
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}
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void PerspectiveDivide(OutputVertexData* vertex)
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@ -15,8 +15,10 @@ void ProcessLine(OutputVertexData* v0, OutputVertexData* v1);
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void ProcessPoint(OutputVertexData* v);
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bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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bool& backface);
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bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2);
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bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2);
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void PerspectiveDivide(OutputVertexData* vertex);
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} // namespace Clipper
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@ -301,11 +301,27 @@ static void BuildBlock(s32 blockX, s32 blockY)
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}
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}
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void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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if (!bpmem.genMode.zfreeze)
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{
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
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}
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}
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void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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INCSTAT(g_stats.this_frame.num_triangles_drawn);
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// The zslope should be updated now, even if the triangle is rejected by the scissor test, as
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// zfreeze depends on it
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UpdateZSlope(v0, v1, v2);
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// adapted from http://devmaster.net/posts/6145/advanced-rasterization
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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@ -370,22 +386,13 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
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if (minx >= maxx || miny >= maxy)
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return;
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// Set up slopes
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// Set up the remaining slopes
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
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1.0f / v2->projectedPosition.w};
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WSlope = Slope(w[0], w[1], w[2], ctx);
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// TODO: The zfreeze emulation is not quite correct, yet!
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// Many things might prevent us from reaching this line (culling, clipping, scissoring).
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// However, the zslope is always guaranteed to be calculated unless all vertices are trivially
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// rejected during clipping!
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// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
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// tests fail.
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if (!bpmem.genMode.zfreeze)
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ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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@ -11,6 +11,8 @@ namespace Rasterizer
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{
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void Init();
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void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2);
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void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2);
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@ -32,6 +32,13 @@ SWVertexLoader::SWVertexLoader() = default;
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SWVertexLoader::~SWVertexLoader() = default;
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DataReader SWVertexLoader::PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
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u32 stride, bool cullall)
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{
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// The software renderer needs cullall to be false for zfreeze to work
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return VertexManagerBase::PrepareForAdditionalData(primitive, count, stride, false);
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}
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void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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DebugUtil::OnObjectBegin();
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@ -19,6 +19,9 @@ public:
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SWVertexLoader();
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~SWVertexLoader();
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DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
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bool cullall) override;
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protected:
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void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
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@ -99,8 +99,8 @@ public:
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PrimitiveType GetCurrentPrimitiveType() const { return m_current_primitive_type; }
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void AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices);
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DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
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bool cullall);
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virtual DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
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u32 stride, bool cullall);
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void FlushData(u32 count, u32 stride);
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void Flush();
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