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GPU: Rename pos/uv w for clarity.
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@ -213,7 +213,7 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
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// TODO: Write to a flexible buffer, we don't always need all four components.
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TransformedVertex &vert = transformed[index];
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reader.ReadPos(vert.pos);
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vert.posw = 1.0f;
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vert.pos_w = 1.0f;
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if (reader.hasColor0()) {
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if (provokeIndOffset != 0 && index + provokeIndOffset < maxIndex) {
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@ -2259,10 +2259,10 @@ void GPUCommon::Execute_ImmVertexAlphaPrim(u32 op, u32 diff) {
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v.x = ((gstate.imm_vscx & 0xFFFFFF) - offsetX) / 16.0f;
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v.y = ((gstate.imm_vscy & 0xFFFFFF) - offsetY) / 16.0f;
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v.z = gstate.imm_vscz & 0xFFFF;
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v.posw = 1.0f;
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v.pos_w = 1.0f;
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v.u = getFloat24(gstate.imm_vtcs);
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v.v = getFloat24(gstate.imm_vtct);
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v.w = getFloat24(gstate.imm_vtcq);
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v.uv_w = getFloat24(gstate.imm_vtcq);
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v.color0_32 = (gstate.imm_cv & 0xFFFFFF) | (gstate.imm_ap << 24);
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v.fog = 0.0f; // we have no information about the scale here
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v.color1_32 = gstate.imm_scv & 0xFFFFFF;
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@ -43,13 +43,13 @@ enum {
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struct TransformedVertex {
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union {
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struct {
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float x, y, z, posw; // in case of morph, preblend during decode
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float x, y, z, pos_w; // in case of morph, preblend during decode
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};
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float pos[4];
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};
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union {
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struct {
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float u; float v; float w; // scaled by uscale, vscale, if there
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float u; float v; float uv_w; // scaled by uscale, vscale, if there
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};
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float uv[3];
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};
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