mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
sometimes to advance you have to make a step back.
use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl. in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game. some cleanup and a little work pointing to future improvements in the way of rendering. please test and check for any errors. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@@ -119,3 +119,119 @@ u32 HashEctor(const u8* ptr, int length)
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return(crc);
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}
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#ifdef _M_X64
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u64 GetHash64(const u8 *src, int len, u32 samples)
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{
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const u64 m = 0xc6a4a7935bd1e995;
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const int r = 47;
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u64 h = len * m;
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u32 Step = (len/8);
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const u64 * data = (const u64 *)src;
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const u64 * end = data + Step;
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if(samples == 0) samples = Step;
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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u64 k = data[0];
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data+=Step;
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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h *= m;
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}
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const u8 * data2 = (const u8*)end;
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switch(len & 7)
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{
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case 7: h ^= u64(data2[6]) << 48;
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case 6: h ^= u64(data2[5]) << 40;
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case 5: h ^= u64(data2[4]) << 32;
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case 4: h ^= u64(data2[3]) << 24;
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case 3: h ^= u64(data2[2]) << 16;
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case 2: h ^= u64(data2[1]) << 8;
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case 1: h ^= u64(data2[0]);
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h *= m;
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};
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h ^= h >> r;
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h *= m;
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h ^= h >> r;
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return h;
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}
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#else
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u64 GetHash64(const u8 *src, int len, u32 samples)
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{
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const u32 m = 0x5bd1e995;
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const int r = 24;
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u32 h1 = len;
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u32 h2 = 0;
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u32 Step = (len / 4);
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const u32 * data = (const u32 *)src;
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const u32 * end = data + Step;
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const u8 * uEnd = (const u8 *)end;
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if(samples == 0) samples = Step;
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Step = Step / samples;
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if(Step < 2) Step = 2;
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while(data < end)
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{
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u32 k1 = data[0];
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k1 *= m;
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k1 ^= k1 >> r;
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k1 *= m;
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h1 *= m;
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h1 ^= k1;
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u32 k2 = data[1];
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k2 *= m;
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k2 ^= k2 >> r;
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k2 *= m;
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h2 *= m;
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h2 ^= k2;
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data+=Step;
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}
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if((len & 7) > 3)
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{
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u32 k1 = *(end - 1);
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k1 *= m;
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k1 ^= k1 >> r;
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k1 *= m;
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h1 *= m;
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h1 ^= k1;
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len -= 4;
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}
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switch(len & 3)
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{
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case 3: h2 ^= uEnd[2] << 16;
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case 2: h2 ^= uEnd[1] << 8;
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case 1: h2 ^= uEnd[0];
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h2 *= m;
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};
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h1 ^= h2 >> 18; h1 *= m;
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h2 ^= h1 >> 22; h2 *= m;
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h1 ^= h2 >> 17; h1 *= m;
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h2 ^= h1 >> 19; h2 *= m;
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u64 h = h1;
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h = (h << 32) | h2;
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return h;
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}
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#endif
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@@ -24,5 +24,5 @@ u32 HashFletcher(const u8* data_u8, size_t length); // FAST. Length & 1 == 0.
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u32 HashAdler32(const u8* data, size_t len); // Fairly accurate, slightly slower
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u32 HashFNV(const u8* ptr, int length); // Another fast and decent hash
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u32 HashEctor(const u8* ptr, int length); // JUNK. DO NOT USE FOR NEW THINGS
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u64 GetHash64(const u8 *src, int len, u32 samples);
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#endif // _HASH_H_
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@@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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const int version = 6124;
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const int version = 6139;
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LinearDiskCache::LinearDiskCache()
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: file_(NULL), num_entries_(0) {
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@@ -22,6 +22,7 @@ namespace VertexManager
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{
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u8* s_pCurBufferPointer = NULL;
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u8* s_pBaseBufferPointer = NULL;
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}
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@@ -29,6 +29,7 @@ int GetRemainingVertices(int primitive); // remaining number of vertices that ca
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// TODO: move, rename.
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extern u8* s_pCurBufferPointer;
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extern u8* s_pBaseBufferPointer;
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}
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@@ -233,12 +233,12 @@ static void Decode()
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{
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u32 Cmd2 = DataReadU32();
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int transfer_size = ((Cmd2 >> 16) & 15) + 1;
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u32 address = Cmd2 & 0xFFFF;
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u32 xf_address = Cmd2 & 0xFFFF;
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// TODO - speed this up. pshufb?
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u32 data_buffer[16];
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for (int i = 0; i < transfer_size; i++)
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data_buffer[i] = DataReadU32();
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LoadXFReg(transfer_size, address, data_buffer);
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LoadXFReg(transfer_size, xf_address, data_buffer);
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INCSTAT(stats.thisFrame.numXFLoads);
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}
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break;
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@@ -48,5 +48,5 @@
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void OpcodeDecoder_Init();
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void OpcodeDecoder_Shutdown();
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void OpcodeDecoder_Run(bool skipped_frame);
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void ExecuteDisplayList(u32 address, u32 size);
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#endif // _OPCODE_DECODING_H
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@@ -20,7 +20,6 @@
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#include "CPUDetect.h"
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#include "TextureDecoder.h"
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#include "OpenCL.h"
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#if defined(HAVE_OPENCL) && HAVE_OPENCL
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#include "OpenCL/OCLTextureDecoder.h"
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@@ -96,122 +95,6 @@ int TexDecoder_GetTextureSizeInBytes(int width, int height, int format)
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return (width * height * TexDecoder_GetTexelSizeInNibbles(format)) / 2;
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}
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#ifdef _M_X64
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u64 TexDecoder_GetHash64(const u8 *src, int len, u32 samples)
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{
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const u64 m = 0xc6a4a7935bd1e995;
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const int r = 47;
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u64 h = len * m;
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u32 Step = (len/8);
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const u64 * data = (const u64 *)src;
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const u64 * end = data + Step;
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if(samples == 0) samples = Step;
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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u64 k = data[0];
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data+=Step;
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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h *= m;
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}
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const u8 * data2 = (const u8*)end;
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switch(len & 7)
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{
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case 7: h ^= u64(data2[6]) << 48;
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case 6: h ^= u64(data2[5]) << 40;
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case 5: h ^= u64(data2[4]) << 32;
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case 4: h ^= u64(data2[3]) << 24;
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case 3: h ^= u64(data2[2]) << 16;
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case 2: h ^= u64(data2[1]) << 8;
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case 1: h ^= u64(data2[0]);
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h *= m;
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};
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h ^= h >> r;
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h *= m;
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h ^= h >> r;
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return h;
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}
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#else
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u64 TexDecoder_GetHash64(const u8 *src, int len, u32 samples)
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{
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const u32 m = 0x5bd1e995;
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const int r = 24;
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u32 h1 = len;
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u32 h2 = 0;
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u32 Step = (len / 4);
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const u32 * data = (const u32 *)src;
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const u32 * end = data + Step;
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const u8 * uEnd = (const u8 *)end;
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if(samples == 0) samples = Step;
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Step = Step / samples;
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if(Step < 2) Step = 2;
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while(data < end)
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{
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u32 k1 = data[0];
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k1 *= m;
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k1 ^= k1 >> r;
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k1 *= m;
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h1 *= m;
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h1 ^= k1;
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u32 k2 = data[1];
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k2 *= m;
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k2 ^= k2 >> r;
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k2 *= m;
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h2 *= m;
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h2 ^= k2;
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data+=Step;
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}
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if((len & 7) > 3)
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{
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u32 k1 = *(end - 1);
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k1 *= m;
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k1 ^= k1 >> r;
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k1 *= m;
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h1 *= m;
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h1 ^= k1;
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len -= 4;
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}
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switch(len & 3)
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{
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case 3: h2 ^= uEnd[2] << 16;
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case 2: h2 ^= uEnd[1] << 8;
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case 1: h2 ^= uEnd[0];
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h2 *= m;
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};
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h1 ^= h2 >> 18; h1 *= m;
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h2 ^= h1 >> 22; h2 *= m;
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h1 ^= h2 >> 17; h1 *= m;
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h2 ^= h1 >> 19; h2 *= m;
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u64 h = h1;
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h = (h << 32) | h2;
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return h;
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}
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#endif
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int TexDecoder_GetBlockWidthInTexels(u32 format)
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{
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switch (format)
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@@ -17,7 +17,7 @@
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#ifndef _TEXTUREDECODER_H
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#define _TEXTUREDECODER_H
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#include "hash.h"
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enum
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{
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TMEM_SIZE = 1024*1024,
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@@ -86,9 +86,6 @@ enum PC_TexFormat
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PC_TexFormat TexDecoder_Decode(u8 *dst, const u8 *src, int width, int height, int texformat, int tlutaddr, int tlutfmt,bool rgbaOnly = false);
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PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt);
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void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt);
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u64 TexDecoder_GetHash64(const u8 *src, int len, u32 samples = 0);
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void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
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#endif
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@@ -45,10 +45,6 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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(u32)xfregs.colChans[i].alpha.matsource) << 15;
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}
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// fog
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uid->values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
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uid->values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
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u32 *pcurvalue = &uid->values[3];
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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@@ -207,7 +207,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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// hires textures and texture dumping not supported, yet
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if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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@@ -217,7 +217,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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// each other stored in a single texture, and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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{
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@@ -166,7 +166,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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@@ -176,7 +176,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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// each other stored in a single texture, and uses the palette to make different characters
|
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
|
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// we must make sure that texture with different tluts get different IDs.
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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
|
||||
{
|
||||
@@ -200,10 +200,10 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
|
||||
{
|
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if(!g_ActiveConfig.bCopyEFBToTexture)
|
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{
|
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hash_value = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
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hash_value = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
||||
{
|
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hash_value ^= TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
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hash_value ^= GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -450,7 +450,7 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture,u32 Sou
|
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight,readStride, true, bScaleByHalf > 0);
|
||||
TextureCache::MakeRangeDynamic(address,size_in_bytes);
|
||||
u64 Hashvalue = 0;
|
||||
Hashvalue = TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
Hashvalue = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
return Hashvalue;
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -29,13 +29,13 @@
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
u32 s_prevcomponents; // previous state set
|
||||
|
||||
/*
|
||||
#ifdef _WIN32
|
||||
#ifdef _M_IX86
|
||||
#define USE_JIT
|
||||
#endif
|
||||
#endif
|
||||
|
||||
*/
|
||||
// Note the use of CallCdeclFunction3I etc.
|
||||
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
|
||||
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
|
||||
@@ -181,21 +181,21 @@ void GLVertexFormat::SetupVertexPointers() const {
|
||||
#ifdef USE_JIT
|
||||
((void (*)())(void*)m_compiledCode)();
|
||||
#else
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, 0);
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)vtx_decl.normal_offset[0]);
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[1]);
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[2]);
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0)
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
|
||||
else {
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -205,12 +205,12 @@ void GLVertexFormat::SetupVertexPointers() const {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
glClientActiveTexture(id);
|
||||
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, (void *)vtx_decl.texcoord_offset[i]);
|
||||
vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i]));
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -381,7 +381,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
|
||||
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0 && !bFromZBuffer);
|
||||
TextureMngr::MakeRangeDynamic(address,size_in_bytes);
|
||||
return TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
return GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
}
|
||||
|
||||
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
|
||||
@@ -290,7 +290,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
|
||||
FullFormat = (tex_format | (tlutfmt << 16));
|
||||
if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
|
||||
{
|
||||
texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
||||
{
|
||||
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
|
||||
@@ -300,7 +300,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
|
||||
// each other stored in a single texture, and uses the palette to make different characters
|
||||
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
|
||||
// we must make sure that texture with different tluts get different IDs.
|
||||
u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
texHash ^= tlutHash;
|
||||
if (g_ActiveConfig.bSafeTextureCache)
|
||||
{
|
||||
@@ -324,10 +324,10 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
|
||||
{
|
||||
if(!g_ActiveConfig.bCopyEFBToTexture)
|
||||
{
|
||||
hash_value = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
hash_value = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
||||
{
|
||||
hash_value ^= TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
hash_value ^= GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -60,8 +60,8 @@ static GLint max_Index_size = 0;
|
||||
#define MAXIBUFFERSIZE 0xFFFF
|
||||
#define MAXVBOBUFFERCOUNT 0x8
|
||||
|
||||
static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
|
||||
static int s_nCurVBOIndex = 0; // current free buffer
|
||||
//static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
|
||||
//static int s_nCurVBOIndex = 0; // current free buffer
|
||||
static bool Flushed=false;
|
||||
|
||||
|
||||
@@ -79,8 +79,9 @@ bool Init()
|
||||
PIBuffer = new u16[max_Index_size];
|
||||
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
|
||||
s_pCurBufferPointer = LocalVBuffer;
|
||||
s_nCurVBOIndex = 0;
|
||||
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
||||
s_pBaseBufferPointer = LocalVBuffer;
|
||||
//s_nCurVBOIndex = 0;
|
||||
//glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
g_nativeVertexFmt = NULL;
|
||||
Flushed=false;
|
||||
@@ -95,13 +96,13 @@ void Shutdown()
|
||||
delete [] TIBuffer;
|
||||
delete [] LIBuffer;
|
||||
delete [] PIBuffer;
|
||||
glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
||||
s_nCurVBOIndex = 0;
|
||||
//glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
||||
//s_nCurVBOIndex = 0;
|
||||
}
|
||||
|
||||
void ResetBuffer()
|
||||
{
|
||||
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
s_pCurBufferPointer = LocalVBuffer;
|
||||
}
|
||||
|
||||
@@ -237,8 +238,8 @@ void Flush()
|
||||
|
||||
(void)GL_REPORT_ERROR();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
|
||||
glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
|
||||
//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// setup the pointers
|
||||
@@ -339,7 +340,7 @@ void Flush()
|
||||
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
|
||||
glEnable(GL_BLEND);
|
||||
}
|
||||
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
s_pCurBufferPointer = LocalVBuffer;
|
||||
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user