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231 lines
7.6 KiB
C++
231 lines
7.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "D3DBase.h"
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#include "PixelShaderCache.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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#include "BPMemory.h"
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#include "Debugger.h"
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#include "IndexGenerator.h"
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#include "MainBase.h"
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#include "PixelShaderManager.h"
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#include "RenderBase.h"
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#include "Render.h"
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#include "Statistics.h"
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#include "TextureCacheBase.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace DX11
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{
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// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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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_vertex_draw_offset = 0;
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m_index_draw_offset = 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_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_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_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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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_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
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}
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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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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_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_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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VertexManager::VertexManager()
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{
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LocalVBuffer.resize(MAXVBUFFERSIZE);
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s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
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s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
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LocalIBuffer.resize(MAXIBUFFERSIZE);
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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}
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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 - s_pBaseBufferPointer);
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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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_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_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
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memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, 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::GetIndexLen();
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MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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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_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_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
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memcpy((u16*)map.pData + m_index_buffer_cursor, GetIndexBuffer(), sizeof(u16) * IndexGenerator::GetIndexLen());
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D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
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m_index_draw_offset = m_index_buffer_cursor;
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m_index_buffer_cursor += iCount;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16));
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
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};
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void VertexManager::Draw(UINT stride)
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{
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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 (current_primitive_type == PRIMITIVE_TRIANGLES)
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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else if (current_primitive_type == PRIMITIVE_LINES)
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{
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float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
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float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
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float vpWidth = 2.0f * xfregs.viewport.wd;
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float vpHeight = -2.0f * xfregs.viewport.ht;
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bool texOffsetEnable[8];
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for (int i = 0; i < 8; ++i)
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texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
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if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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}
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else //if (current_primitive_type == PRIMITIVE_POINTS)
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{
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float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
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float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
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float vpWidth = 2.0f * xfregs.viewport.wd;
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float vpHeight = -2.0f * xfregs.viewport.ht;
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bool texOffsetEnable[8];
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for (int i = 0; i < 8; ++i)
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texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
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if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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((DX11::Renderer*)g_renderer)->RestoreCull();
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}
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}
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}
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void VertexManager::vFlush(bool useDstAlpha)
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{
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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}
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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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Draw(stride);
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g_renderer->RestoreState();
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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s_pCurBufferPointer = s_pBaseBufferPointer;
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IndexGenerator::Start(GetIndexBuffer());
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}
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} // namespace
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