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Use brute force to link the software plugin.
Not yet functional. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7050 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -53,7 +53,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "NativeVertexFormat.h"
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#include "XFMemLoader.h"
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#include "BPMemLoader.h"
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#include "Statistics.h"
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#include "SWStatistics.h"
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namespace Clipper
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@ -73,8 +73,8 @@ namespace Clipper
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void SetViewOffset()
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{
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m_ViewOffset[0] = xfregs.viewport.xOrig - 342;
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m_ViewOffset[1] = xfregs.viewport.yOrig - 342;
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m_ViewOffset[0] = swxfregs.viewport.xOrig - 342;
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m_ViewOffset[1] = swxfregs.viewport.yOrig - 342;
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}
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@ -209,7 +209,7 @@ namespace Clipper
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POLY_CLIP(CLIP_POS_Z_BIT, 0, 0, 0, 1);
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POLY_CLIP(CLIP_NEG_Z_BIT, 0, 0, 1, 1);
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INCSTAT(stats.thisFrame.numTrianglesClipped);
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INCSTAT(swstats.thisFrame.numTrianglesClipped);
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// transform the poly in inlist into triangles
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indices[0] = inlist[0];
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@ -273,7 +273,7 @@ namespace Clipper
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void ProcessTriangle(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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{
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INCSTAT(stats.thisFrame.numTrianglesIn)
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INCSTAT(swstats.thisFrame.numTrianglesIn)
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bool backface;
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@ -395,7 +395,7 @@ namespace Clipper
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if(mask)
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{
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INCSTAT(stats.thisFrame.numTrianglesRejected)
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INCSTAT(swstats.thisFrame.numTrianglesRejected)
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return false;
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}
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@ -415,13 +415,13 @@ namespace Clipper
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if ((bpmem.genMode.cullmode & 1) && !backface) // cull frontfacing
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{
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INCSTAT(stats.thisFrame.numTrianglesCulled)
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INCSTAT(swstats.thisFrame.numTrianglesCulled)
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return false;
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}
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if ((bpmem.genMode.cullmode & 2) && backface) // cull backfacing
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{
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INCSTAT(stats.thisFrame.numTrianglesCulled)
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INCSTAT(swstats.thisFrame.numTrianglesCulled)
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return false;
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}
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@ -434,9 +434,9 @@ namespace Clipper
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Vec3 &screen = vertex->screenPosition;
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float wInverse = 1.0f/projected.w;
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screen.x = projected.x * wInverse * xfregs.viewport.wd + m_ViewOffset[0];
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screen.y = projected.y * wInverse * xfregs.viewport.ht + m_ViewOffset[1];
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screen.z = projected.z * wInverse * xfregs.viewport.zRange + xfregs.viewport.farZ;
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screen.x = projected.x * wInverse * swxfregs.viewport.wd + m_ViewOffset[0];
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screen.y = projected.y * wInverse * swxfregs.viewport.ht + m_ViewOffset[1];
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screen.z = projected.z * wInverse * swxfregs.viewport.zRange + swxfregs.viewport.farZ;
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}
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}
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