mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: remove assertion + debug message
opengl use a different object to compute the vertex count
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@ -415,7 +415,7 @@ void GSDeviceOGL::DrawIndexedPrimitive()
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void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
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void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
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{
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{
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ASSERT(offset + count <= (int)m_index.count);
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//ASSERT(offset + count <= (int)m_index.count);
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BeforeDraw();
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BeforeDraw();
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m_va->DrawIndexedPrimitive(offset, count);
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m_va->DrawIndexedPrimitive(offset, count);
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@ -198,15 +198,20 @@ void GSRendererOGL::SendDraw(bool require_barrier)
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ASSERT(m_vt.m_primclass != GS_LINE_CLASS);
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ASSERT(m_vt.m_primclass != GS_LINE_CLASS);
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ASSERT(GLLoader::found_geometry_shader);
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ASSERT(GLLoader::found_geometry_shader);
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// FIXME: Investigate: do a dynamic check to pack as many primitives as possibles
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// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
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// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
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size_t nb_vertex = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
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size_t nb_vertex = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
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GL_PUSH("Split the draw");
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GL_PERF("Split single draw in %d draw", m_index.tail/nb_vertex);
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GL_PERF("Split single draw in %d draw", m_index.tail/nb_vertex);
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for (size_t p = 0; p < m_index.tail; p += nb_vertex) {
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for (size_t p = 0; p < m_index.tail; p += nb_vertex) {
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gl_TextureBarrier();
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gl_TextureBarrier();
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dev->DrawIndexedPrimitive(p, nb_vertex);
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dev->DrawIndexedPrimitive(p, nb_vertex);
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}
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}
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GL_POP();
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}
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}
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}
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}
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@ -5530,7 +5530,7 @@ bool GSState::IsBadFrame(int& skip, int UserHacks_SkipDraw)
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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} else if (fi.TME) {
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} else if (fi.TME) {
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if(fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S)
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if(fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S)
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GL_INS("!!! Depth Texture !!!");
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GL_INS("!!! Depth Texture 0x%x!!!", fi.TPSM);
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#endif
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#endif
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}
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}
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