mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -11,9 +11,9 @@
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/VideoConfig.h"
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//Init
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u16 *IndexGenerator::index_buffer_current;
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u16 *IndexGenerator::BASEIptr;
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// Init
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u16* IndexGenerator::index_buffer_current;
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u16* IndexGenerator::BASEIptr;
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u32 IndexGenerator::base_index;
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static const u16 s_primitive_restart = -1;
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@ -22,85 +22,84 @@ static u16* (*primitive_table[8])(u16*, u32, u32);
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void IndexGenerator::Init()
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{
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if (g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
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primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
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primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
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primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
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primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
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}
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else
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{
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primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
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primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
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primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
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primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
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primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
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}
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primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
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primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
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primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
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if (g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
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primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
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primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
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primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
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primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
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}
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else
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{
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primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
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primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
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primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
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primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
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primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
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}
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primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
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primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
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primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
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}
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void IndexGenerator::Start(u16* Indexptr)
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{
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index_buffer_current = Indexptr;
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BASEIptr = Indexptr;
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base_index = 0;
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index_buffer_current = Indexptr;
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BASEIptr = Indexptr;
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base_index = 0;
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}
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void IndexGenerator::AddIndices(int primitive, u32 numVerts)
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{
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index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
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base_index += numVerts;
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index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
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base_index += numVerts;
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}
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// Triangles
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template <bool pr> __forceinline u16* IndexGenerator::WriteTriangle(u16 *Iptr, u32 index1, u32 index2, u32 index3)
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template <bool pr>
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__forceinline u16* IndexGenerator::WriteTriangle(u16* Iptr, u32 index1, u32 index2, u32 index3)
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{
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*Iptr++ = index1;
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*Iptr++ = index2;
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*Iptr++ = index3;
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if (pr)
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*Iptr++ = s_primitive_restart;
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return Iptr;
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*Iptr++ = index1;
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*Iptr++ = index2;
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*Iptr++ = index3;
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if (pr)
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*Iptr++ = s_primitive_restart;
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return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddList(u16 *Iptr, u32 const numVerts, u32 index)
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template <bool pr>
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u16* IndexGenerator::AddList(u16* Iptr, u32 const numVerts, u32 index)
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{
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for (u32 i = 2; i < numVerts; i+=3)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
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}
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return Iptr;
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for (u32 i = 2; i < numVerts; i += 3)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
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}
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return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts, u32 index)
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template <bool pr>
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u16* IndexGenerator::AddStrip(u16* Iptr, u32 const numVerts, u32 index)
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{
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if (pr)
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{
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for (u32 i = 0; i < numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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*Iptr++ = s_primitive_restart;
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if (pr)
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{
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for (u32 i = 0; i < numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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bool wind = false;
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for (u32 i = 2; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - !wind, index + i - wind);
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}
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else
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{
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bool wind = false;
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for (u32 i = 2; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr,
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index + i - 2,
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index + i - !wind,
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index + i - wind);
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wind ^= true;
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}
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}
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return Iptr;
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wind ^= true;
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}
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}
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return Iptr;
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}
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/**
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@ -122,37 +121,38 @@ template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts,
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* so we use 6 indices for 3 triangles
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*/
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template <bool pr> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 index)
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template <bool pr>
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u16* IndexGenerator::AddFan(u16* Iptr, u32 numVerts, u32 index)
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{
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u32 i = 2;
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u32 i = 2;
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if (pr)
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{
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for (; i+3<=numVerts; i+=3)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = index + i + 2;
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*Iptr++ = s_primitive_restart;
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}
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if (pr)
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{
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for (; i + 3 <= numVerts; i += 3)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = index + i + 2;
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*Iptr++ = s_primitive_restart;
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}
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for (; i+2<=numVerts; i+=2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = s_primitive_restart;
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}
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}
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for (; i + 2 <= numVerts; i += 2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = s_primitive_restart;
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}
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}
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for (; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
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}
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return Iptr;
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for (; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
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}
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return Iptr;
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}
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/*
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@ -172,77 +172,78 @@ template <bool pr> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 inde
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* A simple triangle has to be rendered for three vertices.
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* ZWW do this for sun rays
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*/
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template <bool pr> u16* IndexGenerator::AddQuads(u16 *Iptr, u32 numVerts, u32 index)
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template <bool pr>
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u16* IndexGenerator::AddQuads(u16* Iptr, u32 numVerts, u32 index)
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{
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u32 i = 3;
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for (; i < numVerts; i+=4)
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{
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if (pr)
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{
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*Iptr++ = index + i - 2;
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i - 3;
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*Iptr++ = index + i - 0;
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
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}
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}
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u32 i = 3;
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for (; i < numVerts; i += 4)
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{
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if (pr)
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{
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*Iptr++ = index + i - 2;
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i - 3;
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*Iptr++ = index + i - 0;
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
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}
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}
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// three vertices remaining, so render a triangle
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if (i == numVerts)
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{
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Iptr = WriteTriangle<pr>(Iptr, index+numVerts-3, index+numVerts-2, index+numVerts-1);
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}
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return Iptr;
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// three vertices remaining, so render a triangle
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if (i == numVerts)
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{
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Iptr =
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WriteTriangle<pr>(Iptr, index + numVerts - 3, index + numVerts - 2, index + numVerts - 1);
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}
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return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddQuads_nonstandard(u16 *Iptr, u32 numVerts, u32 index)
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template <bool pr>
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u16* IndexGenerator::AddQuads_nonstandard(u16* Iptr, u32 numVerts, u32 index)
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{
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WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
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return AddQuads<pr>(Iptr, numVerts, index);
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WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
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return AddQuads<pr>(Iptr, numVerts, index);
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}
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// Lines
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u16* IndexGenerator::AddLineList(u16 *Iptr, u32 numVerts, u32 index)
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u16* IndexGenerator::AddLineList(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; i+=2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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for (u32 i = 1; i < numVerts; i += 2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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// shouldn't be used as strips as LineLists are much more common
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// so converting them to lists
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u16* IndexGenerator::AddLineStrip(u16 *Iptr, u32 numVerts, u32 index)
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u16* IndexGenerator::AddLineStrip(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; ++i)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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for (u32 i = 1; i < numVerts; ++i)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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// Points
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u16* IndexGenerator::AddPoints(u16 *Iptr, u32 numVerts, u32 index)
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u16* IndexGenerator::AddPoints(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 0; i != numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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return Iptr;
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for (u32 i = 0; i != numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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u32 IndexGenerator::GetRemainingIndices()
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{
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u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
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return max_index - base_index;
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u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
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return max_index - base_index;
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}
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