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Minor code cleanups
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ffb3e61ca6
commit
1221a6e928
@ -363,7 +363,7 @@ void RingbufferLogListener::Log(const LogMessage &message) {
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#ifdef _WIN32
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void OutputDebugStringUTF8(const char *p) {
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wchar_t temp[16384*4];
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wchar_t *temp = new wchar_t[65536];
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int len = std::min(16383*4, (int)strlen(p));
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int size = (int)MultiByteToWideChar(CP_UTF8, 0, p, len, NULL, 0);
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@ -371,6 +371,7 @@ void OutputDebugStringUTF8(const char *p) {
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temp[size] = 0;
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OutputDebugString(temp);
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delete[] temp;
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}
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#else
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include <algorithm>
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#include <cstdint>
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@ -65,7 +65,7 @@ template <typename Value>
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class TweenBase: public Tween {
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public:
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TweenBase(float duration, float (*curve)(float) = [](float f) { return f; })
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: Tween(duration, curve) {
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: Tween(duration, curve), from{}, to_{} {
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}
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TweenBase(Value from, Value to, float duration, float (*curve)(float) = [](float f) { return f; })
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: Tween(duration, curve), from_(from), to_(to) {
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@ -44,6 +44,7 @@ DrawEngineCommon::DrawEngineCommon() : decoderMap_(16) {
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transformedExpanded_ = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decoded_ = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decIndex_ = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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indexGen.Setup(decIndex_);
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}
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DrawEngineCommon::~DrawEngineCommon() {
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@ -1911,8 +1911,8 @@ void FramebufferManagerCommon::ResizeFramebufFBO(VirtualFramebuffer *vfb, int w,
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struct CopyCandidate {
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VirtualFramebuffer *vfb = nullptr;
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int y;
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int h;
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int y = 0;
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int h = 0;
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std::string ToString(RasterChannel channel) const {
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return StringFromFormat("%08x %s %dx%d y=%d h=%d", vfb->Address(channel), GeBufferFormatToString(vfb->Format(channel)), vfb->width, vfb->height, y, h);
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@ -91,7 +91,7 @@ bool IsAlphaTestTriviallyTrue() {
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return false;
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}
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// Fallthrough on purpose
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[[fallthrough]];
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case GE_COMP_GREATER:
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{
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// If the texture and vertex only use 1.0 alpha, then the ref value doesn't matter.
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@ -48,11 +48,6 @@ const u8 IndexGenerator::indexedPrimitiveType[7] = {
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GE_PRIM_RECTANGLES,
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};
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void IndexGenerator::Setup(u16 *inds) {
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this->indsBase_ = inds;
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Reset();
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}
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void IndexGenerator::AddPrim(int prim, int vertexCount, int indexOffset, bool clockwise) {
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switch (prim) {
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case GE_PRIM_POINTS: AddPoints(vertexCount, indexOffset); break;
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@ -24,9 +24,12 @@
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class IndexGenerator {
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public:
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void Setup(u16 *indexptr);
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void Setup(u16 *indexptr) {
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indsBase_ = indexptr;
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inds_ = indexptr;
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}
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void Reset() {
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this->inds_ = indsBase_;
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inds_ = indsBase_;
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}
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static bool PrimCompatible(int prim1, int prim2) {
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@ -80,16 +80,7 @@ DrawEngineD3D11::DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device,
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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indexGen.Setup(decIndex_);
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InitDeviceObjects();
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// Vertex pushing buffers. For uniforms we use short DISCARD buffers, but we could use
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// this kind of buffer there as well with D3D11.1. We might be able to use the same buffer
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// for both vertices and indices, and possibly all three data types.
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}
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DrawEngineD3D11::~DrawEngineD3D11() {
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@ -89,8 +89,6 @@ DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vertexDeclM
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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indexGen.Setup(decIndex_);
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InitDeviceObjects();
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tessDataTransferDX9 = new TessellationDataTransferDX9();
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@ -67,8 +67,6 @@ DrawEngineGLES::DrawEngineGLES(Draw::DrawContext *draw) : inputLayoutMap_(16), d
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decOptions_.expandAllWeightsToFloat = false;
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decOptions_.expand8BitNormalsToFloat = false;
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indexGen.Setup(decIndex_);
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InitDeviceObjects();
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tessDataTransferGLES = new TessellationDataTransferGLES(render_);
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@ -62,7 +62,6 @@ DrawEngineVulkan::DrawEngineVulkan(Draw::DrawContext *draw)
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: draw_(draw) {
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decOptions_.expandAllWeightsToFloat = false;
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decOptions_.expand8BitNormalsToFloat = false;
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indexGen.Setup(decIndex_);
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}
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void DrawEngineVulkan::InitDeviceObjects() {
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