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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Readability, comments, tiny typo bugfix in gl gfx plugin (fix is on line 322 in pixelshadermanager)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@930 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -137,13 +137,15 @@ VertexLoader::~VertexLoader()
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int VertexLoader::ComputeVertexSize()
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{
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if (!m_AttrDirty) {
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if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 && (m_VtxDesc.Hex1&1)==(VertexManager::GetVtxDesc().Hex1&1))
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// Compare the 33 desc bits.
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if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 &&
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(m_VtxDesc.Hex1 & 1) == (VertexManager::GetVtxDesc().Hex1 & 1))
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return m_VertexSize;
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m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
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}
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else {
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// set anyway
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// Attributes are dirty so we have to recompute everything anyway.
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m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
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}
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@ -157,14 +159,14 @@ int VertexLoader::ComputeVertexSize()
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m_VertexSize += 1;
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// Texture matrix indices
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if (m_VtxDesc.Tex0MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex1MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex2MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex3MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex4MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex5MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex6MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize+=1; }
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if (m_VtxDesc.Tex0MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex1MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex2MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex3MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex4MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex5MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex6MatIdx) m_VertexSize += 1;
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if (m_VtxDesc.Tex7MatIdx) m_VertexSize += 1;
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switch (m_VtxDesc.Position) {
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case NOT_PRESENT: {_assert_("Vertex descriptor without position!");} break;
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@ -181,10 +183,10 @@ int VertexLoader::ComputeVertexSize()
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}
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break;
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case INDEX8:
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m_VertexSize+=1;
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m_VertexSize += 1;
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break;
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case INDEX16:
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m_VertexSize+=2;
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m_VertexSize += 2;
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break;
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}
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@ -202,20 +204,20 @@ int VertexLoader::ComputeVertexSize()
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case DIRECT:
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switch (m_VtxAttr.color[i].Comp)
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{
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case FORMAT_16B_565: m_VertexSize+=2; break;
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case FORMAT_24B_888: m_VertexSize+=3; break;
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case FORMAT_32B_888x: m_VertexSize+=4; break;
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case FORMAT_16B_4444: m_VertexSize+=2; break;
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case FORMAT_24B_6666: m_VertexSize+=3; break;
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case FORMAT_32B_8888: m_VertexSize+=4; break;
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case FORMAT_16B_565: m_VertexSize += 2; break;
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case FORMAT_24B_888: m_VertexSize += 3; break;
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case FORMAT_32B_888x: m_VertexSize += 4; break;
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case FORMAT_16B_4444: m_VertexSize += 2; break;
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case FORMAT_24B_6666: m_VertexSize += 3; break;
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case FORMAT_32B_8888: m_VertexSize += 4; break;
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default: _assert_(0); break;
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}
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}
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break;
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case INDEX8:
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m_VertexSize+=1;
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m_VertexSize += 1;
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break;
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case INDEX16:
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m_VertexSize+=2;
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m_VertexSize += 2;
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break;
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}
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}
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@ -244,10 +246,10 @@ int VertexLoader::ComputeVertexSize()
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}
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break;
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case INDEX8:
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m_VertexSize+=1;
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m_VertexSize += 1;
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break;
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case INDEX16:
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m_VertexSize+=2;
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m_VertexSize += 2;
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break;
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}
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}
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@ -317,32 +319,32 @@ void VertexLoader::ProcessFormat()
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case DIRECT:
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{
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switch (m_VtxAttr.PosFormat) {
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case FORMAT_UBYTE: WriteCall(Pos_ReadDirect_UByte); break;
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case FORMAT_BYTE: WriteCall(Pos_ReadDirect_Byte); break;
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case FORMAT_UBYTE: WriteCall(Pos_ReadDirect_UByte); break;
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case FORMAT_BYTE: WriteCall(Pos_ReadDirect_Byte); break;
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case FORMAT_USHORT: WriteCall(Pos_ReadDirect_UShort); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadDirect_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadDirect_Float); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadDirect_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadDirect_Float); break;
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default: _assert_(0); break;
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}
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}
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break;
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case INDEX8:
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switch (m_VtxAttr.PosFormat) {
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case FORMAT_UBYTE: WriteCall(Pos_ReadIndex8_UByte); break; //WTF?
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case FORMAT_BYTE: WriteCall(Pos_ReadIndex8_Byte); break;
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case FORMAT_UBYTE: WriteCall(Pos_ReadIndex8_UByte); break; //WTF?
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case FORMAT_BYTE: WriteCall(Pos_ReadIndex8_Byte); break;
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case FORMAT_USHORT: WriteCall(Pos_ReadIndex8_UShort); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadIndex8_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadIndex8_Float); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadIndex8_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadIndex8_Float); break;
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default: _assert_(0); break;
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}
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break;
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case INDEX16:
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switch (m_VtxAttr.PosFormat) {
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case FORMAT_UBYTE: WriteCall(Pos_ReadIndex16_UByte); break;
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case FORMAT_BYTE: WriteCall(Pos_ReadIndex16_Byte); break;
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case FORMAT_UBYTE: WriteCall(Pos_ReadIndex16_UByte); break;
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case FORMAT_BYTE: WriteCall(Pos_ReadIndex16_Byte); break;
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case FORMAT_USHORT: WriteCall(Pos_ReadIndex16_UShort); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadIndex16_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadIndex16_Float); break;
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case FORMAT_SHORT: WriteCall(Pos_ReadIndex16_Short); break;
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case FORMAT_FLOAT: WriteCall(Pos_ReadIndex16_Float); break;
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default: _assert_(0); break;
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}
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break;
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@ -396,8 +398,7 @@ void VertexLoader::ProcessFormat()
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++) {
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SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
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if (m_components&(VB_HAS_TEXMTXIDX0<<i)) {
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if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
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if (tc[i] != NOT_PRESENT) {
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// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
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WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
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@ -412,7 +413,7 @@ void VertexLoader::ProcessFormat()
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}
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else {
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if (tc[i] != NOT_PRESENT)
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m_VBVertexStride += 4 * (m_VtxAttr.texCoord[i].Elements?2:1);
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m_VBVertexStride += 4 * (m_VtxAttr.texCoord[i].Elements ? 2 : 1);
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}
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if (tc[i] == NOT_PRESENT) {
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@ -719,9 +720,10 @@ void VertexLoader::RunVertices(int primitive, int count)
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if ((v % granularity) == 0)
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{
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if (VertexManager::GetRemainingSize() < granularity*m_VBVertexStride) {
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// This buffer full - break current primitive and flush, to switch to the next buffer.
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u8* plastptr = VertexManager::s_pCurBufferPointer;
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if (v - startv > 0)
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VertexManager::AddVertices(primitive, v-startv+extraverts);
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VertexManager::AddVertices(primitive, v - startv + extraverts);
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VertexManager::Flush();
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// Why does this need to be so complicated?
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switch (primitive) {
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