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GregMiscellaneous: zzogl-pg:
* copy some vertex instead of re compute them twice * pass vertex as reference avoid useless copy on the stack... git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3964 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -86,6 +86,17 @@ struct VertexGPU
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{
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f = ((s16)(v).f << 7) | 0x7f;
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}
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void operator = (const VertexGPU &v) {
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x = v.x;
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y = v.y;
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f = v.f;
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rgba = v.rgba;
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z = v.z;
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s = v.s;
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t = v.t;
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q = v.q;
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}
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};
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extern GSconf conf;
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@ -279,7 +279,7 @@ void Kick::TriangleFan()
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OUTPUT_VERT(p[2], 2);
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}
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void Kick::SetKickVertex(VertexGPU *p, Vertex v, int next)
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void Kick::SetKickVertex(VertexGPU *p, Vertex &v, int next)
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{
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SET_VERTEX(p, next);
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p->move_z(v, vb[prim->ctxt].zprimmask);
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@ -314,17 +314,17 @@ void Kick::Sprite()
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VertexGPU* p = curvb.pBufferData + curvb.nCount;
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// process sprite as 2 triangles. The common diagonal is 0,1 and 3,4
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SetKickVertex(&p[0], gs.gsvertex[last], next);
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SetKickVertex(&p[3], gs.gsvertex[last], next);
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SetKickVertex(&p[1], gs.gsvertex[last], last);
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SetKickVertex(&p[4], gs.gsvertex[last], last);
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SetKickVertex(&p[2], gs.gsvertex[last], next);
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// Duplicate the vertex
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p[3] = p[0];
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p[2] = p[0];
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p[4] = p[1];
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p[5] = p[1];
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// Move some vertex x coord to create the others corners of the sprite
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p[2].s = p[1].s;
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p[2].x = p[1].x;
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SetKickVertex(&p[5], gs.gsvertex[last], last);
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p[5].s = p[0].s;
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p[5].x = p[0].x;
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@ -29,7 +29,7 @@ class Kick
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{
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private:
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void SET_VERTEX(VertexGPU *p, int i);
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void SetKickVertex(VertexGPU *p, Vertex v, int next);
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void SetKickVertex(VertexGPU *p, Vertex &v, int next);
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void OUTPUT_VERT(VertexGPU vert, u32 id);
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public:
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Kick() { }
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