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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements. please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
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@ -41,39 +41,39 @@ namespace DX11
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// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const UINT MAXVBUFFER_COUNT = 2;
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const UINT MAX_VBUFFER_COUNT = 2;
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void VertexManager::CreateDeviceObjects()
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_vertexDrawOffset = 0;
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m_triangleDrawIndex = 0;
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m_lineDrawIndex = 0;
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m_pointDrawIndex = 0;
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m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
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m_vertex_draw_offset = 0;
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m_triangle_draw_index = 0;
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m_line_draw_index = 0;
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m_point_draw_index = 0;
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m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
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{
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m_indexBuffers[m_activeIndexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
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m_index_buffers[m_current_index_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
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}
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bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufdesc.ByteWidth = VBUFFER_SIZE;
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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m_vertexBuffers[m_activeVertexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
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m_vertex_buffers[m_current_vertex_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
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}
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m_activeVertexBuffer = 0;
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m_activeIndexBuffer = 0;
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m_indexBufferCursor = IBUFFER_SIZE;
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m_vertexBufferCursor = VBUFFER_SIZE;
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m_current_vertex_buffer = 0;
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m_current_index_buffer = 0;
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m_index_buffer_cursor = IBUFFER_SIZE;
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m_vertex_buffer_cursor = VBUFFER_SIZE;
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m_lineShader.Init();
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m_pointShader.Init();
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}
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@ -82,10 +82,10 @@ void VertexManager::DestroyDeviceObjects()
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{
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m_pointShader.Shutdown();
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m_lineShader.Shutdown();
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]);
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SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]);
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SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
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SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
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}
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}
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@ -100,47 +100,47 @@ VertexManager::~VertexManager()
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DestroyDeviceObjects();
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}
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void VertexManager::LoadBuffers()
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void VertexManager::PrepareDrawBuffers()
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{
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D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
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if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
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{
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// Wrap around
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m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
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m_vertexBufferCursor = 0;
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m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
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m_vertex_buffer_cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
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D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
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memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
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D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
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m_vertexDrawOffset = m_vertexBufferCursor;
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m_vertexBufferCursor += vSize;
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memcpy((u8*)map.pData + m_vertex_buffer_cursor, LocalVBuffer, vSize);
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D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
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m_vertex_draw_offset = m_vertex_buffer_cursor;
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m_vertex_buffer_cursor += vSize;
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UINT iCount = IndexGenerator::GetTriangleindexLen() +
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IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
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MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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{
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// Wrap around
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m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
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m_indexBufferCursor = 0;
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m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
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m_index_buffer_cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map);
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D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
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m_triangleDrawIndex = m_indexBufferCursor;
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m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
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m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
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memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
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m_indexBufferCursor += iCount;
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m_triangle_draw_index = m_index_buffer_cursor;
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m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
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m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
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memcpy((u16*)map.pData + m_triangle_draw_index, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_line_draw_index, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_point_draw_index, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
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m_index_buffer_cursor += iCount;
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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@ -149,13 +149,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
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void VertexManager::Draw(UINT stride)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
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D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
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D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
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if (IndexGenerator::GetNumTriangles() > 0)
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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// Disable culling for lines and points
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@ -177,7 +177,7 @@ void VertexManager::Draw(UINT stride)
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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@ -199,7 +199,7 @@ void VertexManager::Draw(UINT stride)
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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@ -270,7 +270,7 @@ void VertexManager::vFlush()
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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LoadBuffers();
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PrepareDrawBuffers();
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unsigned int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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