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6b08194728
Anything these macros provided can be obsoleted by using the correct standard library types.
219 lines
7.7 KiB
C++
219 lines
7.7 KiB
C++
// Copyright 2010 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 "Common/CommonTypes.h"
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#include "VideoBackends/D3D12/BoundingBox.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DCommandListManager.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/ShaderCache.h"
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#include "VideoBackends/D3D12/VertexManager.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static constexpr unsigned int MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16;
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static constexpr unsigned int MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 4;
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void VertexManager::SetIndexBuffer()
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{
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D3D12_INDEX_BUFFER_VIEW ib_view = {
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m_index_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
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static_cast<UINT>(m_index_stream_buffer->GetSize()), // UINT SizeInBytes;
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DXGI_FORMAT_R16_UINT // DXGI_FORMAT Format;
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};
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D3D::current_command_list->IASetIndexBuffer(&ib_view);
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}
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void VertexManager::CreateDeviceObjects()
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{
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m_vertex_draw_offset = 0;
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m_index_draw_offset = 0;
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m_vertex_stream_buffer = std::make_unique<D3DStreamBuffer>(MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated);
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m_index_stream_buffer = std::make_unique<D3DStreamBuffer>(MAXIBUFFERSIZE * sizeof(u16) * 2, MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated);
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SetIndexBuffer();
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// Use CPU-only memory if the GPU won't be reading from the buffers,
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// since reading upload heaps on the CPU is slow..
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m_vertex_cpu_buffer.resize(MAXVBUFFERSIZE);
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m_index_cpu_buffer.resize(MAXIBUFFERSIZE);
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}
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void VertexManager::DestroyDeviceObjects()
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{
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m_vertex_stream_buffer.reset();
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m_index_stream_buffer.reset();
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m_vertex_cpu_buffer.clear();
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m_index_cpu_buffer.clear();
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}
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VertexManager::VertexManager()
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{
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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(u32 stride)
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{
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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m_vertex_stream_buffer->OverrideSizeOfPreviousAllocation(vertex_data_size);
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m_index_stream_buffer->OverrideSizeOfPreviousAllocation(index_data_size);
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::Draw(u32 stride)
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{
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static u32 s_previous_stride = UINT_MAX;
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u32 indices = IndexGenerator::GetIndexLen();
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if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER) || s_previous_stride != stride)
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{
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D3D12_VERTEX_BUFFER_VIEW vb_view = {
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m_vertex_stream_buffer->GetBaseGPUAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
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static_cast<UINT>(m_vertex_stream_buffer->GetSize()), // UINT SizeInBytes;
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stride // UINT StrideInBytes;
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};
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D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, false);
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s_previous_stride = stride;
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}
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D3D_PRIMITIVE_TOPOLOGY d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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switch (current_primitive_type)
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{
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case PRIMITIVE_POINTS:
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d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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break;
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case PRIMITIVE_LINES:
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d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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break;
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}
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if (D3D::command_list_mgr->GetCommandListPrimitiveTopology() != d3d_primitive_topology)
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{
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D3D::current_command_list->IASetPrimitiveTopology(d3d_primitive_topology);
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D3D::command_list_mgr->SetCommandListPrimitiveTopology(d3d_primitive_topology);
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}
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u32 base_vertex = m_vertex_draw_offset / stride;
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u32 start_index = m_index_draw_offset / sizeof(u16);
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D3D::current_command_list->DrawIndexedInstanced(indices, 1, start_index, base_vertex, 0);
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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void VertexManager::vFlush(bool use_dst_alpha)
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{
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ShaderCache::LoadAndSetActiveShaders(use_dst_alpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, current_primitive_type);
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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// D3D12TODO: Support GPU-side bounding box.
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// D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
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}
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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PrepareDrawBuffers(stride);
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g_renderer->ApplyState(use_dst_alpha);
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Draw(stride);
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D3D::command_list_mgr->m_draws_since_last_execution++;
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// Many Gamecube/Wii titles read from the EFB each frame to determine what new rendering work to submit, e.g. where sun rays are
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// occluded and where they aren't. When the CPU wants to read this data (done in Renderer::AccessEFB), it requires that the GPU
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// finish all oustanding work. As an optimization, when we detect that the CPU is likely to read back data this frame, we break
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// up the rendering work and submit it more frequently to the GPU (via ExecuteCommandList). Thus, when the CPU finally needs the
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// the GPU to finish all of its work, there is (hopefully) less work outstanding to wait on at that moment.
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// D3D12TODO: Decide right threshold for drawCountSinceAsyncFlush at runtime depending on
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// amount of stall measured in AccessEFB.
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if (D3D::command_list_mgr->m_draws_since_last_execution > 100 && D3D::command_list_mgr->m_cpu_access_last_frame)
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{
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D3D::command_list_mgr->m_draws_since_last_execution = 0;
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D3D::command_list_mgr->ExecuteQueuedWork();
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g_renderer->SetViewport();
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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}
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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if (s_cull_all)
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{
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s_pCurBufferPointer = m_vertex_cpu_buffer.data();
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s_pBaseBufferPointer = m_vertex_cpu_buffer.data();
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s_pEndBufferPointer = m_vertex_cpu_buffer.data() + MAXVBUFFERSIZE;
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IndexGenerator::Start(reinterpret_cast<u16*>(m_index_cpu_buffer.data()));
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return;
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}
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bool command_list_executed = m_vertex_stream_buffer->AllocateSpaceInBuffer(MAXVBUFFERSIZE, stride);
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if (m_vertex_stream_buffer_reallocated)
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{
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
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m_vertex_stream_buffer_reallocated = false;
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}
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s_pBaseBufferPointer = static_cast<u8*>(m_vertex_stream_buffer->GetBaseCPUAddress());
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s_pEndBufferPointer = s_pBaseBufferPointer + m_vertex_stream_buffer->GetSize();
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s_pCurBufferPointer = static_cast<u8*>(m_vertex_stream_buffer->GetCPUAddressOfCurrentAllocation());
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m_vertex_draw_offset = static_cast<u32>(m_vertex_stream_buffer->GetOffsetOfCurrentAllocation());
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command_list_executed |= m_index_stream_buffer->AllocateSpaceInBuffer(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
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if (command_list_executed)
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{
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g_renderer->SetViewport();
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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}
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if (m_index_stream_buffer_reallocated)
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{
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SetIndexBuffer();
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m_index_stream_buffer_reallocated = false;
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}
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m_index_draw_offset = static_cast<u32>(m_index_stream_buffer->GetOffsetOfCurrentAllocation());
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IndexGenerator::Start(static_cast<u16*>(m_index_stream_buffer->GetCPUAddressOfCurrentAllocation()));
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}
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} // namespace
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