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https://github.com/hrydgard/ppsspp.git
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Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
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626e2fc2c8
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9 files changed
+68
-44
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@@ -25,6 +25,13 @@
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class VertexDecoder;
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enum {
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VERTEX_BUFFER_MAX = 65536,
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DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48,
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DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
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SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
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};
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class DrawEngineCommon {
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public:
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virtual ~DrawEngineCommon();
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@@ -42,4 +49,5 @@ protected:
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// Vertex collector buffers
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u8 *decoded;
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u16 *decIndex;
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u8 *splineBuffer;
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};
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+34
-18
@@ -80,22 +80,23 @@ inline float bern2deriv(float x) { return 3 * (2 - 3 * x) * x; }
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inline float bern3deriv(float x) { return 3 * x * x; }
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// http://en.wikipedia.org/wiki/Bernstein_polynomial
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Vec3Packedf Bernstein3D(const Vec3Packedf p0, const Vec3Packedf p1, const Vec3Packedf p2, const Vec3Packedf p3, float x) {
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static Vec3Packedf Bernstein3D(const Vec3Packedf p0, const Vec3Packedf p1, const Vec3Packedf p2, const Vec3Packedf p3, float x) {
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if (x == 0) return p0;
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else if (x == 1) return p3;
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return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x);
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}
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Vec3Packedf Bernstein3DDerivative(const Vec3Packedf p0, const Vec3Packedf p1, const Vec3Packedf p2, const Vec3Packedf p3, float x) {
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static Vec3Packedf Bernstein3DDerivative(const Vec3Packedf p0, const Vec3Packedf p1, const Vec3Packedf p2, const Vec3Packedf p3, float x) {
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return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x);
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}
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void spline_n_4(int i, float t, float *knot, float *splineVal) {
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static void spline_n_4(int i, float t, float *knot, float *splineVal) {
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knot += i + 1;
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float t0 = (t - knot[0]);
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float t1 = (t - knot[1]);
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float t2 = (t - knot[2]);
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// TODO: All our knots are integers so we should be able to get rid of these divisions.
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float f30 = t0/(knot[3]-knot[0]);
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float f41 = t1/(knot[4]-knot[1]);
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float f52 = t2/(knot[5]-knot[2]);
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@@ -114,7 +115,7 @@ void spline_n_4(int i, float t, float *knot, float *splineVal) {
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}
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// knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic))
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void spline_knot(int n, int type, float *knot) {
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static void spline_knot(int n, int type, float *knot) {
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memset(knot, 0, sizeof(float) * (n + 5));
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for (int i = 0; i < n - 1; ++i)
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knot[i + 3] = (float)i;
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@@ -135,7 +136,7 @@ void spline_knot(int n, int type, float *knot) {
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}
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}
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void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
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static void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
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// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
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// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.
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@@ -203,7 +204,7 @@ void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePat
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}
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void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality) {
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static void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
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// Full (mostly) correct tessellation of spline patches.
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// Not very fast.
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@@ -211,21 +212,30 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
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int n = spatch.count_u - 1;
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int m = spatch.count_v - 1;
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float *knot_u = new float[n + 5];
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float *knot_v = new float[m + 5];
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spline_knot(n, spatch.type_u, knot_u);
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spline_knot(m, spatch.type_v, knot_v);
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// Increase tesselation based on the size. Should be approximately right?
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// JPCSP is wrong at least because their method results in square loco roco.
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int patch_div_s = (spatch.count_u - 3) * gstate.getPatchDivisionU();
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int patch_div_t = (spatch.count_v - 3) * gstate.getPatchDivisionV();
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patch_div_s /= quality;
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patch_div_t /= quality;
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if (quality > 1) {
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patch_div_s /= quality;
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patch_div_t /= quality;
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}
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if (patch_div_s < 2) patch_div_s = 2;
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if (patch_div_t < 2) patch_div_t = 2;
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// Downsample until it fits, in case crazy tesselation factors are sent.
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while ((patch_div_s + 1) * (patch_div_t + 1) > maxVertices) {
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patch_div_s /= 2;
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patch_div_t /= 2;
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}
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// First compute all the vertices and put them in an array
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SimpleVertex *&vertices = (SimpleVertex*&)dest;
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@@ -351,21 +361,21 @@ void _SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplineP
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}
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}
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertexCount) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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_SplinePatchLowQuality(dest, indices, count, spatch, origVertType);
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break;
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case MEDIUM_QUALITY:
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_SplinePatchFullQuality(dest, indices, count, spatch, origVertType, 2);
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_SplinePatchFullQuality(dest, indices, count, spatch, origVertType, 2, maxVertexCount);
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break;
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case HIGH_QUALITY:
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_SplinePatchFullQuality(dest, indices, count, spatch, origVertType, 1);
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_SplinePatchFullQuality(dest, indices, count, spatch, origVertType, 1, maxVertexCount);
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break;
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}
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}
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void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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static void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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const float third = 1.0f / 3.0f;
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// Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes.
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// Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option.
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@@ -426,11 +436,17 @@ void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, in
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}
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}
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void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices) {
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const float third = 1.0f / 3.0f;
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// Full correct tesselation of bezier patches.
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// Note: Does not handle splines correctly.
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// Downsample until it fits, in case crazy tesselation factors are sent.
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while ((tess_u + 1) * (tess_v + 1) > maxVertices) {
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tess_u /= 2;
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tess_v /= 2;
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}
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// First compute all the vertices and put them in an array
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SimpleVertex *&vertices = (SimpleVertex*&)dest;
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@@ -518,7 +534,7 @@ void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, i
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delete[] horiz;
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GEPatchPrimType prim_type = gstate.getPatchPrimitiveType();
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// Tesselate.
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// Combine the vertices into triangles.
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for (int tile_v = 0; tile_v < tess_v; ++tile_v) {
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for (int tile_u = 0; tile_u < tess_u; ++tile_u) {
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int total = patch.index * (tess_u + 1) * (tess_v + 1);
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@@ -534,16 +550,16 @@ void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, i
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dest += (tess_u + 1) * (tess_v + 1) * sizeof(SimpleVertex);
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}
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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_BezierPatchLowQuality(dest, indices, count, tess_u, tess_v, patch, origVertType);
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break;
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case MEDIUM_QUALITY:
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_BezierPatchHighQuality(dest, indices, count, tess_u / 2, tess_v / 2, patch, origVertType);
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_BezierPatchHighQuality(dest, indices, count, tess_u / 2, tess_v / 2, patch, origVertType, maxVertices);
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break;
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case HIGH_QUALITY:
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_BezierPatchHighQuality(dest, indices, count, tess_u, tess_v, patch, origVertType);
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_BezierPatchHighQuality(dest, indices, count, tess_u, tess_v, patch, origVertType, maxVertices);
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break;
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}
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}
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@@ -166,5 +166,5 @@ enum quality {
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HIGH_QUALITY = 2,
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};
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType);
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType);
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
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@@ -134,7 +134,7 @@ void PrintDecodedVertex(VertexReader &vtx) {
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printf("P: %f %f %f\n", pos[0], pos[1], pos[2]);
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}
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VertexDecoder::VertexDecoder() : jitted_(0) {
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VertexDecoder::VertexDecoder() : jitted_(0), decoded_(nullptr), ptr_(nullptr) {
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}
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void VertexDecoder::Step_WeightsU8() const
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@@ -79,7 +79,8 @@ void TransformDrawEngineDX9::SubmitSpline(const void *control_points, const void
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patch.count_v = count_v;
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patch.points = points;
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TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType);
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int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
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TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertices);
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delete[] points;
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@@ -95,7 +96,7 @@ void TransformDrawEngineDX9::SubmitSpline(const void *control_points, const void
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gstate_c.uv.vOff = 0;
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}
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int bytesRead;
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int bytesRead = 0;
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SubmitPrim(decoded2, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
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Flush();
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@@ -154,10 +155,9 @@ void TransformDrawEngineDX9::SubmitBezier(const void *control_points, const void
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}
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}
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u8 *decoded2 = decoded + 65536 * 18;
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u8 *dest = splineBuffer;
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int count = 0;
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u8 *dest = decoded2;
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// Simple approximation of the real tesselation factor.
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// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
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@@ -169,10 +169,11 @@ void TransformDrawEngineDX9::SubmitBezier(const void *control_points, const void
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if (tess_u < 4) tess_u = 4;
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if (tess_v < 4) tess_v = 4;
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int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
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u16 *inds = quadIndices_;
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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BezierPatch& patch = patches[patch_idx];
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TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
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TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType, maxVertices);
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}
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delete[] patches;
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@@ -188,8 +189,8 @@ void TransformDrawEngineDX9::SubmitBezier(const void *control_points, const void
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gstate_c.uv.vOff = 0;
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}
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int bytesRead;
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SubmitPrim(decoded2, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
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int bytesRead = 0;
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SubmitPrim(dest, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
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Flush();
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@@ -71,9 +71,6 @@ int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
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}
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enum {
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VERTEX_BUFFER_MAX = 65536,
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DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48,
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DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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@@ -109,6 +106,7 @@ TransformDrawEngineDX9::TransformDrawEngineDX9()
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
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splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE);
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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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@@ -128,6 +126,7 @@ TransformDrawEngineDX9::~TransformDrawEngineDX9() {
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DestroyDeviceObjects();
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
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FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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delete[] quadIndices_;
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@@ -458,6 +458,7 @@ GLES_GPU::~GLES_GPU() {
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depalShaderCache_.Clear();
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fragmentTestCache_.Clear();
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delete shaderManager_;
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shaderManager_ = nullptr;
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glstate.SetVSyncInterval(0);
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}
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+10
-10
@@ -20,6 +20,7 @@
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#include "Core/MemMap.h"
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#include "GPU/Math3D.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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// Here's how to evaluate them fast:
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@@ -69,10 +70,8 @@ void TransformDrawEngine::SubmitSpline(const void *control_points, const void *i
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points[idx] = simplified_control_points + idx;
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}
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u8 *decoded2 = decoded + 65536 * 18;
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int count = 0;
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u8 *dest = decoded2;
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u8 *dest = splineBuffer;
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SplinePatchLocal patch;
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patch.type_u = type_u;
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@@ -81,7 +80,8 @@ void TransformDrawEngine::SubmitSpline(const void *control_points, const void *i
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patch.count_v = count_v;
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patch.points = points;
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TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType);
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int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize;
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TesselateSplinePatch(splineBuffer, quadIndices_, count, patch, origVertType, maxVertexCount);
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delete[] points;
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@@ -98,7 +98,7 @@ void TransformDrawEngine::SubmitSpline(const void *control_points, const void *i
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}
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int bytesRead;
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SubmitPrim(decoded2, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
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SubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
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Flush();
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@@ -123,6 +123,7 @@ void TransformDrawEngine::SubmitBezier(const void *control_points, const void *i
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GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
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// Simplify away bones and morph before proceeding
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// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
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SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
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u8 *temp_buffer = decoded + 65536 * 18;
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@@ -156,10 +157,8 @@ void TransformDrawEngine::SubmitBezier(const void *control_points, const void *i
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}
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}
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u8 *decoded2 = decoded + 65536 * 18;
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int count = 0;
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u8 *dest = decoded2;
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u8 *dest = splineBuffer;
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// Simple approximation of the real tesselation factor.
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// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
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@@ -172,9 +171,10 @@ void TransformDrawEngine::SubmitBezier(const void *control_points, const void *i
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if (tess_v < 4) tess_v = 4;
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u16 *inds = quadIndices_;
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int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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BezierPatch& patch = patches[patch_idx];
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TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
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TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType, maxVertices);
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}
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delete[] patches;
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|
||||
@@ -191,7 +191,7 @@ void TransformDrawEngine::SubmitBezier(const void *control_points, const void *i
|
||||
}
|
||||
|
||||
int bytesRead;
|
||||
SubmitPrim(decoded2, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
|
||||
SubmitPrim(dest, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead);
|
||||
|
||||
Flush();
|
||||
|
||||
|
||||
@@ -103,9 +103,6 @@ extern const GLuint glprim[8] = {
|
||||
};
|
||||
|
||||
enum {
|
||||
VERTEX_BUFFER_MAX = 65536,
|
||||
DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48,
|
||||
DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
|
||||
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
|
||||
};
|
||||
|
||||
@@ -140,6 +137,7 @@ TransformDrawEngine::TransformDrawEngine()
|
||||
// All this is a LOT of memory, need to see if we can cut down somehow.
|
||||
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
|
||||
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
|
||||
splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE);
|
||||
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
|
||||
@@ -159,6 +157,7 @@ TransformDrawEngine::~TransformDrawEngine() {
|
||||
DestroyDeviceObjects();
|
||||
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
|
||||
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
|
||||
FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
|
||||
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
||||
delete [] quadIndices_;
|
||||
|
||||
Reference in new issue
Block a user