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Opcode decoding: handle missing opcodes 0x88 etc.
Hardware testing shows that they do the same thing as the 0x80 family of opcodes: they draw quads.
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@ -28,7 +28,7 @@ bool VertexManager::IsFlushed;
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static const PrimitiveType primitive_from_gx[8] = {
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PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
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PRIMITIVE_TRIANGLES, // GX_DRAW_NONE
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PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS_2
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLES
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_STRIP
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PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_FAN
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@ -93,6 +93,7 @@ u32 VertexManager::GetRemainingIndices(int primitive)
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switch (primitive)
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{
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case GX_DRAW_QUADS:
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case GX_DRAW_QUADS_2:
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return index_len / 5 * 4;
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case GX_DRAW_TRIANGLES:
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return index_len / 4 * 3;
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@ -118,6 +119,7 @@ u32 VertexManager::GetRemainingIndices(int primitive)
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switch (primitive)
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{
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case GX_DRAW_QUADS:
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case GX_DRAW_QUADS_2:
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return index_len / 6 * 4;
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case GX_DRAW_TRIANGLES:
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return index_len;
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