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https://github.com/hrydgard/ppsspp.git
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Disable the LoggingDeadline. Uncomment if you want to use it.
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@ -45,7 +45,7 @@ const GLuint glprim[8] = {
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};
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TransformDrawEngine::TransformDrawEngine()
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: numVerts(0),
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: collectedVerts(0),
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lastVType(-1),
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curVbo_(0),
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shaderManager_(0) {
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@ -615,9 +615,9 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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bool useVBO = g_Config.bUseVBO;
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if (useVBO) {
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char title[64];
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sprintf(title, "upload %i verts for sw", indexGen.VertexCount());
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LoggingDeadline deadline(title, 5);
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//char title[64];
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//sprintf(title, "upload %i verts for sw", indexGen.VertexCount());
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//LoggingDeadline deadline(title, 5);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_[curVbo_]);
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glBufferData(GL_ARRAY_BUFFER, vertexSize * numTrans, drawBuffer, GL_DYNAMIC_DRAW);
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drawBuffer = 0; // so that the calls use offsets instead.
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@ -662,7 +662,7 @@ void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vert
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gpuStats.numDrawCalls++;
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gpuStats.numVertsTransformed += vertexCount;
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indexGen.SetIndex(numVerts);
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indexGen.SetIndex(collectedVerts);
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int indexLowerBound, indexUpperBound;
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// If vtype has changed, setup the vertex decoder.
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// TODO: Simply cache the setup decoders instead.
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@ -672,8 +672,8 @@ void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vert
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}
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// Decode the verts and apply morphing
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dec.DecodeVerts(decoded + numVerts * (int)dec.GetDecVtxFmt().stride, verts, inds, prim, vertexCount, &indexLowerBound, &indexUpperBound);
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numVerts += indexUpperBound - indexLowerBound + 1;
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dec.DecodeVerts(decoded + collectedVerts * (int)dec.GetDecVtxFmt().stride, verts, inds, prim, vertexCount, &indexLowerBound, &indexUpperBound);
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collectedVerts += indexUpperBound - indexLowerBound + 1;
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if (bytesRead)
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*bytesRead = vertexCount * dec.VertexSize();
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@ -747,19 +747,18 @@ void TransformDrawEngine::Flush() {
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LinkedShader *program = shaderManager_->ApplyShader(prim);
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DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, numVerts);
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DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, collectedVerts);
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bool useVBO = g_Config.bUseVBO;
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if (CanUseHardwareTransform(prim)) {
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char title[64];
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sprintf(title, "upload %i verts for hw", indexGen.VertexCount());
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LoggingDeadline deadline(title, 5);
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if (useVBO) {
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//char title[64];
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//sprintf(title, "upload %i verts for hw", indexGen.VertexCount());
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//LoggingDeadline deadline(title, 5);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_[curVbo_]);
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glBufferData(GL_ARRAY_BUFFER, dec.GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_DYNAMIC_DRAW);
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}
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deadline.End();
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SetupDecFmtForDraw(program, dec.GetDecVtxFmt(), useVBO ? 0 : decoded);
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// If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS,
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// there is no need for the index buffer we built. We can then use glDrawArrays instead
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@ -791,5 +790,5 @@ void TransformDrawEngine::Flush() {
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}
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indexGen.Reset();
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numVerts = 0;
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collectedVerts = 0;
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}
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@ -47,7 +47,7 @@ private:
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// Vertex collector state
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IndexGenerator indexGen;
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int numVerts;
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int collectedVerts;
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// Vertex collector buffers
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VertexDecoder dec;
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