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Fix threading issue with vertex loader JIT.
VertexLoader::VertexLoader was setting loop_counter, a *static* variable, to 0. This was nonsensical, but harmless until I started to run it on a separate thread, where it had a chance of interfering with a running vertex translator. Switch to just using a register for the loop counter.
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@ -38,9 +38,6 @@ static u8 s_curtexmtx[8];
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static int s_texmtxwrite = 0;
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static int s_texmtxread = 0;
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static int loop_counter;
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// Vertex loaders read these. Although the scale ones should be baked into the shader.
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int tcIndex;
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int colIndex;
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@ -549,7 +546,6 @@ VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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m_numLoadedVertices = 0;
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m_VertexSize = 0;
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m_native_vertex_format = nullptr;
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loop_counter = 0;
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VertexLoader_Normal::Init();
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VertexLoader_Position::Init();
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VertexLoader_TextCoord::Init();
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@ -585,8 +581,11 @@ void VertexLoader::CompileVertexTranslator()
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PanicAlert("Trying to recompile a vertex translator");
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m_compiledCode = GetCodePtr();
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// We don't use any callee saved registers or anything but RAX.
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ABI_PushRegistersAndAdjustStack(0, 8);
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// We only use RAX (caller saved) and RBX (callee saved).
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ABI_PushRegistersAndAdjustStack(1 << RBX, 8);
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// save count
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MOV(64, R(RBX), R(ABI_PARAM1));
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// Start loop here
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const u8 *loop_start = GetCodePtr();
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@ -843,11 +842,10 @@ void VertexLoader::CompileVertexTranslator()
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#ifdef USE_VERTEX_LOADER_JIT
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// End loop here
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MOV(64, R(RAX), Imm64((u64)&loop_counter));
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SUB(32, MatR(RAX), Imm8(1));
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SUB(64, R(RBX), Imm8(1));
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J_CC(CC_NZ, loop_start);
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ABI_PopRegistersAndAdjustStack(0, 8);
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ABI_PopRegistersAndAdjustStack(1 << RBX, 8);
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RET();
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#endif
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}
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@ -913,8 +911,7 @@ void VertexLoader::ConvertVertices ( int count )
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#ifdef USE_VERTEX_LOADER_JIT
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if (count > 0)
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{
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loop_counter = count;
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((void (*)())(void*)m_compiledCode)();
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((void (*)(int))(void*)m_compiledCode)(count);
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}
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#else
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for (int s = 0; s < count; s++)
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