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GregMiscellaneous: zzogl-pg:
* Use an union to improve a little the copy of vertex git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3969 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -58,7 +58,16 @@ struct VertexGPU
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// gained from XYZ2, XYZ3, XYZF2, XYZF3,
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// gained from XYZ2, XYZ3, XYZF2, XYZF3,
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// X -- bits 0-15, Y-16-31. Z - 32-63 if no F used, 32-55 otherwise, F (fog) - 56-63
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// X -- bits 0-15, Y-16-31. Z - 32-63 if no F used, 32-55 otherwise, F (fog) - 56-63
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// X, Y stored in 12d3 format,
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// X, Y stored in 12d3 format,
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s16 x, y, f, resv0; // note: xy is 12d3
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union // Allow faster copy of the structure
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{
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struct
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{
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s16 x, y;
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};
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u32 xy;
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};
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s16 f, resv0;
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// Vertex color settings. RGB -- luminance of red/green/blue, A -- alpha. 1.0 == 0x80.
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// Vertex color settings. RGB -- luminance of red/green/blue, A -- alpha. 1.0 == 0x80.
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// Goes grom RGBAQ register, bits 0-7, 8-15, 16-23 and 24-31 accordingly
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// Goes grom RGBAQ register, bits 0-7, 8-15, 16-23 and 24-31 accordingly
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u32 rgba;
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u32 rgba;
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@ -88,9 +97,7 @@ struct VertexGPU
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}
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}
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void operator = (const VertexGPU &v) {
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void operator = (const VertexGPU &v) {
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x = v.x;
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xy = v.xy;
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y = v.y;
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f = v.f;
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rgba = v.rgba;
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rgba = v.rgba;
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z = v.z;
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z = v.z;
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s = v.s;
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s = v.s;
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