mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-28 19:00:23 +00:00
385df1c54e
This makes everything use floats for positions. On some hardware/drivers, this may be faster. On some it may be slower. We'll need testing to see the performance impact. Fixes Final Fantasy 4's pos misalignments, and probably others (like Tekken 5 I suspect.)
904 lines
25 KiB
C++
904 lines
25 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "base/basictypes.h"
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#include "base/logging.h"
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#include "Common/CPUDetect.h"
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#include "Core/Config.h"
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#include "Core/MemMap.h"
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#include "Core/HDRemaster.h"
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#include "Core/Reporting.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Math3D.h"
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#include "VertexDecoder.h"
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#include "VertexShaderGenerator.h"
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static const u8 tcsize[4] = {0,2,4,8}, tcalign[4] = {0,1,2,4};
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static const u8 colsize[8] = {0,0,0,0,2,2,2,4}, colalign[8] = {0,0,0,0,2,2,2,4};
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static const u8 nrmsize[4] = {0,3,6,12}, nrmalign[4] = {0,1,2,4};
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static const u8 possize[4] = {3,3,6,12}, posalign[4] = {1,1,2,4};
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static const u8 wtsize[4] = {0,1,2,4}, wtalign[4] = {0,1,2,4};
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// When software skinning. This array is only used when non-jitted - when jitted, the matrix
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// is kept in registers.
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static float MEMORY_ALIGNED16(skinMatrix[12]);
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inline int align(int n, int align) {
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return (n + (align - 1)) & ~(align - 1);
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}
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VertexDecoder::VertexDecoder() : coloff(0), nrmoff(0), posoff(0), jitted_(0) {
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memset(stats_, 0, sizeof(stats_));
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}
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void VertexDecoder::Step_WeightsU8() const
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{
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u8 *wt = (u8 *)(decoded_ + decFmt.w0off);
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const u8 *wdata = (const u8*)(ptr_);
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int j;
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for (j = 0; j < nweights; j++)
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wt[j] = wdata[j];
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while (j & 3) // Zero additional weights rounding up to 4.
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wt[j++] = 0;
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}
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void VertexDecoder::Step_WeightsU16() const
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{
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u16 *wt = (u16 *)(decoded_ + decFmt.w0off);
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const u16 *wdata = (const u16*)(ptr_);
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int j;
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for (j = 0; j < nweights; j++)
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wt[j] = wdata[j];
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while (j & 3) // Zero additional weights rounding up to 4.
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wt[j++] = 0;
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}
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// Float weights should be uncommon, we can live with having to multiply these by 2.0
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// to avoid special checks in the vertex shader generator.
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// (PSP uses 0.0-2.0 fixed point numbers for weights)
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void VertexDecoder::Step_WeightsFloat() const
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{
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float *wt = (float *)(decoded_ + decFmt.w0off);
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const float *wdata = (const float*)(ptr_);
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int j;
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for (j = 0; j < nweights; j++) {
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wt[j] = wdata[j];
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}
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while (j & 3) // Zero additional weights rounding up to 4.
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wt[j++] = 0.0f;
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}
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void VertexDecoder::Step_WeightsU8Skin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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u8 *wt = (u8 *)(decoded_ + decFmt.w0off);
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const u8 *wdata = (const u8*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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if (wdata[j] != 0) {
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float weight = wdata[j] * (1.0f / 128.0f);
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for (int i = 0; i < 12; i++) {
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skinMatrix[i] += weight * bone[i];
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}
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}
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}
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}
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void VertexDecoder::Step_WeightsU16Skin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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u16 *wt = (u16 *)(decoded_ + decFmt.w0off);
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const u16 *wdata = (const u16*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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if (wdata[j] != 0) {
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float weight = wdata[j] * (1.0f / 32768.0f);
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for (int i = 0; i < 12; i++) {
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skinMatrix[i] += weight * bone[i];
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}
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}
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}
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}
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// Float weights should be uncommon, we can live with having to multiply these by 2.0
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// to avoid special checks in the vertex shader generator.
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// (PSP uses 0.0-2.0 fixed point numbers for weights)
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void VertexDecoder::Step_WeightsFloatSkin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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float *wt = (float *)(decoded_ + decFmt.w0off);
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const float *wdata = (const float*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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float weight = wdata[j];
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if (weight > 0.0) {
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for (int i = 0; i < 12; i++) {
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skinMatrix[i] += weight * bone[i];
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}
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}
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}
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}
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void VertexDecoder::Step_TcU8() const
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{
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// u32 to write two bytes of zeroes for free.
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u32 *uv = (u32*)(decoded_ + decFmt.uvoff);
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const u16 *uvdata = (const u16*)(ptr_ + tcoff);
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*uv = *uvdata;
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}
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void VertexDecoder::Step_TcU16() const
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{
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u32 *uv = (u32 *)(decoded_ + decFmt.uvoff);
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const u32 *uvdata = (const u32*)(ptr_ + tcoff);
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*uv = *uvdata;
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}
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void VertexDecoder::Step_TcU16Double() const
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{
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u16 *uv = (u16*)(decoded_ + decFmt.uvoff);
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const u16 *uvdata = (const u16*)(ptr_ + tcoff);
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*uv = *uvdata;
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uv[0] = uvdata[0] * 2;
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uv[1] = uvdata[1] * 2;
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}
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void VertexDecoder::Step_TcU16Through() const
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{
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u16 *uv = (u16 *)(decoded_ + decFmt.uvoff);
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const u16 *uvdata = (const u16*)(ptr_ + tcoff);
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uv[0] = uvdata[0];
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uv[1] = uvdata[1];
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}
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void VertexDecoder::Step_TcU16ThroughDouble() const
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{
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u16 *uv = (u16 *)(decoded_ + decFmt.uvoff);
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const u16 *uvdata = (const u16*)(ptr_ + tcoff);
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uv[0] = uvdata[0] * 2;
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uv[1] = uvdata[1] * 2;
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}
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void VertexDecoder::Step_TcFloat() const
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{
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float *uv = (float *)(decoded_ + decFmt.uvoff);
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const float *uvdata = (const float*)(ptr_ + tcoff);
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uv[0] = uvdata[0];
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uv[1] = uvdata[1];
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}
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void VertexDecoder::Step_TcFloatThrough() const
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{
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float *uv = (float *)(decoded_ + decFmt.uvoff);
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const float *uvdata = (const float*)(ptr_ + tcoff);
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uv[0] = uvdata[0];
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uv[1] = uvdata[1];
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}
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void VertexDecoder::Step_TcU8Prescale() const {
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float *uv = (float *)(decoded_ + decFmt.uvoff);
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const u8 *uvdata = (const u8 *)(ptr_ + tcoff);
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uv[0] = (float)uvdata[0] * (1.f / 128.f) * gstate_c.uv.uScale + gstate_c.uv.uOff;
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uv[1] = (float)uvdata[1] * (1.f / 128.f) * gstate_c.uv.vScale + gstate_c.uv.vOff;
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}
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void VertexDecoder::Step_TcU16Prescale() const {
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float *uv = (float *)(decoded_ + decFmt.uvoff);
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const u16 *uvdata = (const u16 *)(ptr_ + tcoff);
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uv[0] = (float)uvdata[0] * (1.f / 32768.f) * gstate_c.uv.uScale + gstate_c.uv.uOff;
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uv[1] = (float)uvdata[1] * (1.f / 32768.f) * gstate_c.uv.vScale + gstate_c.uv.vOff;
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}
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void VertexDecoder::Step_TcFloatPrescale() const {
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float *uv = (float *)(decoded_ + decFmt.uvoff);
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const float *uvdata = (const float*)(ptr_ + tcoff);
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uv[0] = uvdata[0] * gstate_c.uv.uScale + gstate_c.uv.uOff;
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uv[1] = uvdata[1] * gstate_c.uv.vScale + gstate_c.uv.vOff;
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}
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void VertexDecoder::Step_Color565() const
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{
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u8 *c = decoded_ + decFmt.c0off;
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u16 cdata = *(u16*)(ptr_ + coloff);
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c[0] = Convert5To8(cdata & 0x1f);
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c[1] = Convert6To8((cdata>>5) & 0x3f);
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c[2] = Convert5To8((cdata>>11) & 0x1f);
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c[3] = 255;
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// Always full alpha.
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}
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void VertexDecoder::Step_Color5551() const
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{
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u8 *c = decoded_ + decFmt.c0off;
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u16 cdata = *(u16*)(ptr_ + coloff);
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c[0] = Convert5To8(cdata & 0x1f);
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c[1] = Convert5To8((cdata>>5) & 0x1f);
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c[2] = Convert5To8((cdata>>10) & 0x1f);
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c[3] = (cdata >> 15) ? 255 : 0;
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] != 0;
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}
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void VertexDecoder::Step_Color4444() const
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{
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u8 *c = decoded_ + decFmt.c0off;
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u16 cdata = *(u16*)(ptr_ + coloff);
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for (int j = 0; j < 4; j++)
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c[j] = Convert4To8((cdata >> (j * 4)) & 0xF);
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] == 255;
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}
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void VertexDecoder::Step_Color8888() const
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{
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u8 *c = decoded_ + decFmt.c0off;
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const u8 *cdata = (const u8*)(ptr_ + coloff);
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memcpy(c, cdata, sizeof(u8) * 4);
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] == 255;
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}
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void VertexDecoder::Step_Color565Morph() const
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{
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float col[3] = {0};
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for (int n = 0; n < morphcount; n++)
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{
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float w = gstate_c.morphWeights[n];
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u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
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col[0] += w * (cdata & 0x1f) * (255.0f / 31.0f);
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col[1] += w * ((cdata>>5) & 0x3f) * (255.0f / 63.0f);
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col[2] += w * ((cdata>>11) & 0x1f) * (255.0f / 31.0f);
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}
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u8 *c = decoded_ + decFmt.c0off;
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for (int i = 0; i < 3; i++) {
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c[i] = clamp_u8((int)col[i]);
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}
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c[3] = 255;
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// Always full alpha.
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}
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void VertexDecoder::Step_Color5551Morph() const
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{
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float col[4] = {0};
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for (int n = 0; n < morphcount; n++)
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{
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float w = gstate_c.morphWeights[n];
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u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
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col[0] += w * (cdata & 0x1f) * (255.0f / 31.0f);
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col[1] += w * ((cdata>>5) & 0x1f) * (255.0f / 31.0f);
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col[2] += w * ((cdata>>10) & 0x1f) * (255.0f / 31.0f);
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col[3] += w * ((cdata>>15) ? 255.0f : 0.0f);
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}
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u8 *c = decoded_ + decFmt.c0off;
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for (int i = 0; i < 4; i++) {
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c[i] = clamp_u8((int)col[i]);
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}
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] == 255;
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}
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void VertexDecoder::Step_Color4444Morph() const
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{
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float col[4] = {0};
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for (int n = 0; n < morphcount; n++)
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{
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float w = gstate_c.morphWeights[n];
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u16 cdata = *(u16*)(ptr_ + onesize_*n + coloff);
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for (int j = 0; j < 4; j++)
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col[j] += w * ((cdata >> (j * 4)) & 0xF) * (255.0f / 15.0f);
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}
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u8 *c = decoded_ + decFmt.c0off;
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for (int i = 0; i < 4; i++) {
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c[i] = clamp_u8((int)col[i]);
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}
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] == 255;
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}
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void VertexDecoder::Step_Color8888Morph() const
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{
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float col[4] = {0};
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for (int n = 0; n < morphcount; n++)
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{
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float w = gstate_c.morphWeights[n];
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const u8 *cdata = (const u8*)(ptr_ + onesize_*n + coloff);
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for (int j = 0; j < 4; j++)
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col[j] += w * cdata[j];
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}
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u8 *c = decoded_ + decFmt.c0off;
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for (int i = 0; i < 4; i++) {
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c[i] = clamp_u8((int)col[i]);
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}
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gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && c[3] == 255;
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}
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void VertexDecoder::Step_NormalS8() const
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{
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s8 *normal = (s8 *)(decoded_ + decFmt.nrmoff);
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const s8 *sv = (const s8*)(ptr_ + nrmoff);
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for (int j = 0; j < 3; j++)
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normal[j] = sv[j];
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normal[3] = 0;
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}
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void VertexDecoder::Step_NormalS16() const
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{
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s16 *normal = (s16 *)(decoded_ + decFmt.nrmoff);
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const s16 *sv = (const s16*)(ptr_ + nrmoff);
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for (int j = 0; j < 3; j++)
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normal[j] = sv[j];
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normal[3] = 0;
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}
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void VertexDecoder::Step_NormalFloat() const
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{
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u32 *normal = (u32 *)(decoded_ + decFmt.nrmoff);
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const u32 *fv = (const u32*)(ptr_ + nrmoff);
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for (int j = 0; j < 3; j++)
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normal[j] = fv[j];
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}
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void VertexDecoder::Step_NormalS8Skin() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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const s8 *sv = (const s8*)(ptr_ + nrmoff);
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const float fn[3] = { sv[0] * (1.0f / 128.0f), sv[1] * (1.0f / 128.0f), sv[2] * (1.0f / 128.0f) };
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Norm3ByMatrix43(normal, fn, skinMatrix);
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}
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void VertexDecoder::Step_NormalS16Skin() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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const s16 *sv = (const s16*)(ptr_ + nrmoff);
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const float fn[3] = { sv[0] * (1.0f / 32768.0f), sv[1] * (1.0f / 32768.0f), sv[2] * (1.0f / 32768.0f) };
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Norm3ByMatrix43(normal, fn, skinMatrix);
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}
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void VertexDecoder::Step_NormalFloatSkin() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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const float *fn = (const float *)(ptr_ + nrmoff);
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Norm3ByMatrix43(normal, fn, skinMatrix);
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}
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void VertexDecoder::Step_NormalS8Morph() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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memset(normal, 0, sizeof(float)*3);
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for (int n = 0; n < morphcount; n++)
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{
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const s8 *bv = (const s8*)(ptr_ + onesize_*n + nrmoff);
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const float multiplier = gstate_c.morphWeights[n] * (1.0f / 128.0f);
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for (int j = 0; j < 3; j++)
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normal[j] += bv[j] * multiplier;
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}
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}
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void VertexDecoder::Step_NormalS16Morph() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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memset(normal, 0, sizeof(float)*3);
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for (int n = 0; n < morphcount; n++)
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{
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const s16 *sv = (const s16 *)(ptr_ + onesize_*n + nrmoff);
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const float multiplier = gstate_c.morphWeights[n] * (1.0f / 32768.0f);
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for (int j = 0; j < 3; j++)
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normal[j] += sv[j] * multiplier;
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}
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}
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void VertexDecoder::Step_NormalFloatMorph() const
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{
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float *normal = (float *)(decoded_ + decFmt.nrmoff);
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memset(normal, 0, sizeof(float)*3);
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for (int n = 0; n < morphcount; n++)
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{
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float multiplier = gstate_c.morphWeights[n];
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const float *fv = (const float*)(ptr_ + onesize_*n + nrmoff);
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for (int j = 0; j < 3; j++)
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normal[j] += fv[j] * multiplier;
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}
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}
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void VertexDecoder::Step_PosS8() const
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{
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float *pos = (float *)(decoded_ + decFmt.posoff);
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const s8 *sv = (const s8*)(ptr_ + posoff);
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for (int j = 0; j < 3; j++)
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pos[j] = sv[j] * (1.0f / 128.0f);
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}
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void VertexDecoder::Step_PosS16() const
|
|
{
|
|
float *pos = (float *)(decoded_ + decFmt.posoff);
|
|
const s16 *sv = (const s16*)(ptr_ + posoff);
|
|
for (int j = 0; j < 3; j++)
|
|
pos[j] = sv[j] * (1.0f / 32768.0f);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosFloat() const
|
|
{
|
|
u8 *v = (u8 *)(decoded_ + decFmt.posoff);
|
|
const u8 *fv = (const u8*)(ptr_ + posoff);
|
|
memcpy(v, fv, 12);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS8Skin() const
|
|
{
|
|
float *pos = (float *)(decoded_ + decFmt.posoff);
|
|
const s8 *sv = (const s8*)(ptr_ + posoff);
|
|
const float fn[3] = { sv[0] * (1.0f / 128.0f), sv[1] * (1.0f / 128.0f), sv[2] * (1.0f / 128.0f) };
|
|
Vec3ByMatrix43(pos, fn, skinMatrix);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS16Skin() const
|
|
{
|
|
float *pos = (float *)(decoded_ + decFmt.posoff);
|
|
const s16 *sv = (const s16*)(ptr_ + posoff);
|
|
const float fn[3] = { sv[0] * (1.0f / 32768.0f), sv[1] * (1.0f / 32768.0f), sv[2] * (1.0f / 32768.0f) };
|
|
Vec3ByMatrix43(pos, fn, skinMatrix);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosFloatSkin() const
|
|
{
|
|
float *pos = (float *)(decoded_ + decFmt.posoff);
|
|
const float *fn = (const float *)(ptr_ + posoff);
|
|
Vec3ByMatrix43(pos, fn, skinMatrix);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS8Through() const
|
|
{
|
|
float *v = (float *)(decoded_ + decFmt.posoff);
|
|
const s8 *sv = (const s8*)(ptr_ + posoff);
|
|
v[0] = sv[0];
|
|
v[1] = sv[1];
|
|
v[2] = sv[2];
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS16Through() const
|
|
{
|
|
float *v = (float *)(decoded_ + decFmt.posoff);
|
|
const s16 *sv = (const s16*)(ptr_ + posoff);
|
|
const u16 *uv = (const u16*)(ptr_ + posoff);
|
|
v[0] = sv[0];
|
|
v[1] = sv[1];
|
|
v[2] = uv[2];
|
|
}
|
|
|
|
void VertexDecoder::Step_PosFloatThrough() const
|
|
{
|
|
u8 *v = (u8 *)(decoded_ + decFmt.posoff);
|
|
const u8 *fv = (const u8*)(ptr_ + posoff);
|
|
memcpy(v, fv, 12);
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS8Morph() const
|
|
{
|
|
float *v = (float *)(decoded_ + decFmt.posoff);
|
|
memset(v, 0, sizeof(float) * 3);
|
|
for (int n = 0; n < morphcount; n++) {
|
|
const float multiplier = 1.0f / 128.0f;
|
|
const s8 *sv = (const s8*)(ptr_ + onesize_*n + posoff);
|
|
for (int j = 0; j < 3; j++)
|
|
v[j] += (float)sv[j] * (multiplier * gstate_c.morphWeights[n]);
|
|
}
|
|
}
|
|
|
|
void VertexDecoder::Step_PosS16Morph() const
|
|
{
|
|
float *v = (float *)(decoded_ + decFmt.posoff);
|
|
memset(v, 0, sizeof(float) * 3);
|
|
for (int n = 0; n < morphcount; n++) {
|
|
const float multiplier = 1.0f / 32768.0f;
|
|
const s16 *sv = (const s16*)(ptr_ + onesize_*n + posoff);
|
|
for (int j = 0; j < 3; j++)
|
|
v[j] += (float)sv[j] * (multiplier * gstate_c.morphWeights[n]);
|
|
}
|
|
}
|
|
|
|
void VertexDecoder::Step_PosFloatMorph() const
|
|
{
|
|
float *v = (float *)(decoded_ + decFmt.posoff);
|
|
memset(v, 0, sizeof(float) * 3);
|
|
for (int n = 0; n < morphcount; n++) {
|
|
const float *fv = (const float*)(ptr_ + onesize_*n + posoff);
|
|
for (int j = 0; j < 3; j++)
|
|
v[j] += fv[j] * gstate_c.morphWeights[n];
|
|
}
|
|
}
|
|
|
|
static const StepFunction wtstep[4] = {
|
|
0,
|
|
&VertexDecoder::Step_WeightsU8,
|
|
&VertexDecoder::Step_WeightsU16,
|
|
&VertexDecoder::Step_WeightsFloat,
|
|
};
|
|
|
|
static const StepFunction wtstep_skin[4] = {
|
|
0,
|
|
&VertexDecoder::Step_WeightsU8Skin,
|
|
&VertexDecoder::Step_WeightsU16Skin,
|
|
&VertexDecoder::Step_WeightsFloatSkin,
|
|
};
|
|
|
|
static const StepFunction tcstep[4] = {
|
|
0,
|
|
&VertexDecoder::Step_TcU8,
|
|
&VertexDecoder::Step_TcU16,
|
|
&VertexDecoder::Step_TcFloat,
|
|
};
|
|
|
|
static const StepFunction tcstep_prescale[4] = {
|
|
0,
|
|
&VertexDecoder::Step_TcU8Prescale,
|
|
&VertexDecoder::Step_TcU16Prescale,
|
|
&VertexDecoder::Step_TcFloatPrescale,
|
|
};
|
|
|
|
static const StepFunction tcstep_through[4] = {
|
|
0,
|
|
&VertexDecoder::Step_TcU8,
|
|
&VertexDecoder::Step_TcU16Through,
|
|
&VertexDecoder::Step_TcFloatThrough,
|
|
};
|
|
|
|
// Some HD Remaster games double the u16 texture coordinates.
|
|
static const StepFunction tcstep_Remaster[4] = {
|
|
0,
|
|
&VertexDecoder::Step_TcU8,
|
|
&VertexDecoder::Step_TcU16Double,
|
|
&VertexDecoder::Step_TcFloat,
|
|
};
|
|
|
|
static const StepFunction tcstep_through_Remaster[4] = {
|
|
0,
|
|
&VertexDecoder::Step_TcU8,
|
|
&VertexDecoder::Step_TcU16ThroughDouble,
|
|
&VertexDecoder::Step_TcFloatThrough,
|
|
};
|
|
|
|
// TODO: Tc Morph
|
|
|
|
static const StepFunction colstep[8] = {
|
|
0, 0, 0, 0,
|
|
&VertexDecoder::Step_Color565,
|
|
&VertexDecoder::Step_Color5551,
|
|
&VertexDecoder::Step_Color4444,
|
|
&VertexDecoder::Step_Color8888,
|
|
};
|
|
|
|
static const StepFunction colstep_morph[8] = {
|
|
0, 0, 0, 0,
|
|
&VertexDecoder::Step_Color565Morph,
|
|
&VertexDecoder::Step_Color5551Morph,
|
|
&VertexDecoder::Step_Color4444Morph,
|
|
&VertexDecoder::Step_Color8888Morph,
|
|
};
|
|
|
|
static const StepFunction nrmstep[4] = {
|
|
0,
|
|
&VertexDecoder::Step_NormalS8,
|
|
&VertexDecoder::Step_NormalS16,
|
|
&VertexDecoder::Step_NormalFloat,
|
|
};
|
|
|
|
static const StepFunction nrmstep_skin[4] = {
|
|
0,
|
|
&VertexDecoder::Step_NormalS8Skin,
|
|
&VertexDecoder::Step_NormalS16Skin,
|
|
&VertexDecoder::Step_NormalFloatSkin,
|
|
};
|
|
|
|
static const StepFunction nrmstep_morph[4] = {
|
|
0,
|
|
&VertexDecoder::Step_NormalS8Morph,
|
|
&VertexDecoder::Step_NormalS16Morph,
|
|
&VertexDecoder::Step_NormalFloatMorph,
|
|
};
|
|
|
|
static const StepFunction posstep[4] = {
|
|
&VertexDecoder::Step_PosS8,
|
|
&VertexDecoder::Step_PosS8,
|
|
&VertexDecoder::Step_PosS16,
|
|
&VertexDecoder::Step_PosFloat,
|
|
};
|
|
|
|
static const StepFunction posstep_skin[4] = {
|
|
&VertexDecoder::Step_PosS8Skin,
|
|
&VertexDecoder::Step_PosS8Skin,
|
|
&VertexDecoder::Step_PosS16Skin,
|
|
&VertexDecoder::Step_PosFloatSkin,
|
|
};
|
|
|
|
static const StepFunction posstep_morph[4] = {
|
|
&VertexDecoder::Step_PosS8Morph,
|
|
&VertexDecoder::Step_PosS8Morph,
|
|
&VertexDecoder::Step_PosS16Morph,
|
|
&VertexDecoder::Step_PosFloatMorph,
|
|
};
|
|
|
|
static const StepFunction posstep_through[4] = {
|
|
&VertexDecoder::Step_PosS8Through,
|
|
&VertexDecoder::Step_PosS8Through,
|
|
&VertexDecoder::Step_PosS16Through,
|
|
&VertexDecoder::Step_PosFloatThrough,
|
|
};
|
|
|
|
void VertexDecoder::SetVertexType(u32 fmt, VertexDecoderJitCache *jitCache) {
|
|
fmt_ = fmt;
|
|
throughmode = (fmt & GE_VTYPE_THROUGH) != 0;
|
|
numSteps_ = 0;
|
|
|
|
int biggest = 0;
|
|
size = 0;
|
|
|
|
tc = fmt & 0x3;
|
|
col = (fmt >> 2) & 0x7;
|
|
nrm = (fmt >> 5) & 0x3;
|
|
pos = (fmt >> 7) & 0x3;
|
|
weighttype = (fmt >> 9) & 0x3;
|
|
idx = (fmt >> 11) & 0x3;
|
|
morphcount = ((fmt >> 18) & 0x7)+1;
|
|
nweights = ((fmt >> 14) & 0x7)+1;
|
|
|
|
int decOff = 0;
|
|
memset(&decFmt, 0, sizeof(decFmt));
|
|
|
|
if (morphcount > 1) {
|
|
DEBUG_LOG_REPORT_ONCE(vtypeM, G3D,"VTYPE with morph used: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
|
|
} else {
|
|
DEBUG_LOG(G3D,"VTYPE: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
|
|
}
|
|
|
|
bool skinInDecode = weighttype != 0 && g_Config.bSoftwareSkinning && morphcount == 1;
|
|
|
|
if (weighttype) { // && nweights?
|
|
weightoff = size;
|
|
//size = align(size, wtalign[weighttype]); unnecessary
|
|
size += wtsize[weighttype] * nweights;
|
|
if (wtalign[weighttype] > biggest)
|
|
biggest = wtalign[weighttype];
|
|
|
|
if (skinInDecode) {
|
|
steps_[numSteps_++] = wtstep_skin[weighttype];
|
|
// No visible output
|
|
} else {
|
|
steps_[numSteps_++] = wtstep[weighttype];
|
|
|
|
int fmtBase = DEC_FLOAT_1;
|
|
if (weighttype == GE_VTYPE_WEIGHT_8BIT >> GE_VTYPE_WEIGHT_SHIFT) {
|
|
fmtBase = DEC_U8_1;
|
|
} else if (weighttype == GE_VTYPE_WEIGHT_16BIT >> GE_VTYPE_WEIGHT_SHIFT) {
|
|
fmtBase = DEC_U16_1;
|
|
} else if (weighttype == GE_VTYPE_WEIGHT_FLOAT >> GE_VTYPE_WEIGHT_SHIFT) {
|
|
fmtBase = DEC_FLOAT_1;
|
|
}
|
|
|
|
int numWeights = TranslateNumBones(nweights);
|
|
|
|
if (numWeights <= 4) {
|
|
decFmt.w0off = decOff;
|
|
decFmt.w0fmt = fmtBase + numWeights - 1;
|
|
decOff += DecFmtSize(decFmt.w0fmt);
|
|
} else {
|
|
decFmt.w0off = decOff;
|
|
decFmt.w0fmt = fmtBase + 3;
|
|
decOff += DecFmtSize(decFmt.w0fmt);
|
|
decFmt.w1off = decOff;
|
|
decFmt.w1fmt = fmtBase + numWeights - 5;
|
|
decOff += DecFmtSize(decFmt.w1fmt);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tc) {
|
|
size = align(size, tcalign[tc]);
|
|
tcoff = size;
|
|
size += tcsize[tc];
|
|
if (tcalign[tc] > biggest)
|
|
biggest = tcalign[tc];
|
|
|
|
// NOTE: That we check getUVGenMode here means that we must include it in the decoder ID!
|
|
if (g_Config.bPrescaleUV && !throughmode && (gstate.getUVGenMode() == 0 || gstate.getUVGenMode() == 3)) {
|
|
steps_[numSteps_++] = tcstep_prescale[tc];
|
|
decFmt.uvfmt = DEC_FLOAT_2;
|
|
} else {
|
|
if (g_DoubleTextureCoordinates)
|
|
steps_[numSteps_++] = throughmode ? tcstep_through_Remaster[tc] : tcstep_Remaster[tc];
|
|
else
|
|
steps_[numSteps_++] = throughmode ? tcstep_through[tc] : tcstep[tc];
|
|
|
|
switch (tc) {
|
|
case GE_VTYPE_TC_8BIT >> GE_VTYPE_TC_SHIFT:
|
|
decFmt.uvfmt = throughmode ? DEC_U8A_2 : DEC_U8_2;
|
|
break;
|
|
case GE_VTYPE_TC_16BIT >> GE_VTYPE_TC_SHIFT:
|
|
decFmt.uvfmt = throughmode ? DEC_U16A_2 : DEC_U16_2;
|
|
break;
|
|
case GE_VTYPE_TC_FLOAT >> GE_VTYPE_TC_SHIFT:
|
|
decFmt.uvfmt = DEC_FLOAT_2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
decFmt.uvoff = decOff;
|
|
decOff += DecFmtSize(decFmt.uvfmt);
|
|
}
|
|
|
|
if (col) {
|
|
size = align(size, colalign[col]);
|
|
coloff = size;
|
|
size += colsize[col];
|
|
if (colalign[col] > biggest)
|
|
biggest = colalign[col];
|
|
|
|
steps_[numSteps_++] = morphcount == 1 ? colstep[col] : colstep_morph[col];
|
|
|
|
// All color formats decode to DEC_U8_4 currently.
|
|
// They can become floats later during transform though.
|
|
decFmt.c0fmt = DEC_U8_4;
|
|
decFmt.c0off = decOff;
|
|
decOff += DecFmtSize(decFmt.c0fmt);
|
|
} else {
|
|
coloff = 0;
|
|
}
|
|
|
|
if (nrm) {
|
|
size = align(size, nrmalign[nrm]);
|
|
nrmoff = size;
|
|
size += nrmsize[nrm];
|
|
if (nrmalign[nrm] > biggest)
|
|
biggest = nrmalign[nrm];
|
|
|
|
if (skinInDecode) {
|
|
steps_[numSteps_++] = nrmstep_skin[nrm];
|
|
// After skinning, we always have three floats.
|
|
decFmt.nrmfmt = DEC_FLOAT_3;
|
|
} else {
|
|
steps_[numSteps_++] = morphcount == 1 ? nrmstep[nrm] : nrmstep_morph[nrm];
|
|
|
|
if (morphcount == 1) {
|
|
// The normal formats match the gl formats perfectly, let's use 'em.
|
|
switch (nrm) {
|
|
case GE_VTYPE_NRM_8BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S8_3; break;
|
|
case GE_VTYPE_NRM_16BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S16_3; break;
|
|
case GE_VTYPE_NRM_FLOAT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_FLOAT_3; break;
|
|
}
|
|
} else {
|
|
decFmt.nrmfmt = DEC_FLOAT_3;
|
|
}
|
|
}
|
|
decFmt.nrmoff = decOff;
|
|
decOff += DecFmtSize(decFmt.nrmfmt);
|
|
}
|
|
|
|
if (!pos) {
|
|
ERROR_LOG_REPORT(G3D, "Vertices without position found");
|
|
pos = 1;
|
|
}
|
|
if (pos) { // there's always a position
|
|
size = align(size, posalign[pos]);
|
|
posoff = size;
|
|
size += possize[pos];
|
|
if (posalign[pos] > biggest)
|
|
biggest = posalign[pos];
|
|
|
|
if (throughmode) {
|
|
steps_[numSteps_++] = posstep_through[pos];
|
|
decFmt.posfmt = DEC_FLOAT_3;
|
|
} else {
|
|
if (skinInDecode) {
|
|
steps_[numSteps_++] = posstep_skin[pos];
|
|
decFmt.posfmt = DEC_FLOAT_3;
|
|
} else {
|
|
steps_[numSteps_++] = morphcount == 1 ? posstep[pos] : posstep_morph[pos];
|
|
decFmt.posfmt = DEC_FLOAT_3;
|
|
}
|
|
}
|
|
decFmt.posoff = decOff;
|
|
decOff += DecFmtSize(decFmt.posfmt);
|
|
}
|
|
|
|
decFmt.stride = decOff;
|
|
|
|
size = align(size, biggest);
|
|
onesize_ = size;
|
|
size *= morphcount;
|
|
DEBUG_LOG(G3D,"SVT : size = %i, aligned to biggest %i", size, biggest);
|
|
|
|
// Attempt to JIT as well
|
|
if (jitCache && g_Config.bVertexDecoderJit) {
|
|
jitted_ = jitCache->Compile(*this);
|
|
if (!jitted_) {
|
|
WARN_LOG(G3D, "Vertex decoder JIT failed! fmt = %08x", fmt_);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VertexDecoder::DecodeVerts(u8 *decodedptr, const void *verts, int indexLowerBound, int indexUpperBound) const {
|
|
// Decode the vertices within the found bounds, once each
|
|
// decoded_ and ptr_ are used in the steps, so can't be turned into locals for speed.
|
|
decoded_ = decodedptr;
|
|
ptr_ = (const u8*)verts + indexLowerBound * size;
|
|
|
|
int count = indexUpperBound - indexLowerBound + 1;
|
|
int stride = decFmt.stride;
|
|
if (jitted_) {
|
|
// We've compiled the steps into optimized machine code, so just jump!
|
|
jitted_(ptr_, decoded_, count);
|
|
} else {
|
|
// Interpret the decode steps
|
|
for (; count; count--) {
|
|
for (int i = 0; i < numSteps_; i++) {
|
|
((*this).*steps_[i])();
|
|
}
|
|
ptr_ += size;
|
|
decoded_ += stride;
|
|
}
|
|
}
|
|
}
|
|
|
|
int VertexDecoder::ToString(char *output) const {
|
|
char * start = output;
|
|
output += sprintf(output, "P: %i ", pos);
|
|
if (nrm)
|
|
output += sprintf(output, "N: %i ", nrm);
|
|
if (col)
|
|
output += sprintf(output, "C: %i ", col);
|
|
if (tc)
|
|
output += sprintf(output, "T: %i ", tc);
|
|
if (weighttype)
|
|
output += sprintf(output, "W: %i ", weighttype);
|
|
if (idx)
|
|
output += sprintf(output, "I: %i ", idx);
|
|
if (morphcount > 1)
|
|
output += sprintf(output, "Morph: %i ", morphcount);
|
|
output += sprintf(output, "Verts: %i ", stats_[STAT_VERTSSUBMITTED]);
|
|
if (throughmode)
|
|
output += sprintf(output, " (through)");
|
|
|
|
output += sprintf(output, " (size: %i)", VertexSize());
|
|
return output - start;
|
|
}
|
|
|
|
VertexDecoderJitCache::VertexDecoderJitCache() {
|
|
// 256k should be enough.
|
|
AllocCodeSpace(1024 * 64 * 4);
|
|
|
|
// Add some random code to "help" MSVC's buggy disassembler :(
|
|
#if defined(_WIN32)
|
|
using namespace Gen;
|
|
for (int i = 0; i < 100; i++) {
|
|
MOV(32, R(EAX), R(EBX));
|
|
RET();
|
|
}
|
|
#else
|
|
#ifdef ARM
|
|
BKPT(0);
|
|
BKPT(0);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void VertexDecoderJitCache::Clear() {
|
|
ClearCodeSpace();
|
|
}
|
|
|
|
#if defined(PPC)
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#error This should not be built for PowerPC, at least not yet.
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#endif
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