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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "Common/CommonTypes.h"
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								#include "VideoBackends/D3D12/BoundingBox.h"
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								#include "VideoBackends/D3D12/D3DBase.h"
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								#include "VideoBackends/D3D12/D3DCommandListManager.h"
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								#include "VideoBackends/D3D12/D3DState.h"
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								#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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								#include "VideoBackends/D3D12/FramebufferManager.h"
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								#include "VideoBackends/D3D12/Render.h"
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								#include "VideoBackends/D3D12/ShaderCache.h"
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								#include "VideoBackends/D3D12/VertexManager.h"
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								#include "VideoCommon/BoundingBox.h"
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								#include "VideoCommon/Debugger.h"
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								#include "VideoCommon/IndexGenerator.h"
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								#include "VideoCommon/RenderBase.h"
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								#include "VideoCommon/Statistics.h"
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								#include "VideoCommon/VertexLoaderManager.h"
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								#include "VideoCommon/VideoConfig.h"
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								namespace DX12
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								{
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								static constexpr unsigned int MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 16;
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								static constexpr unsigned int MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 4;
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								void VertexManager::SetIndexBuffer()
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								{
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									D3D12_INDEX_BUFFER_VIEW ib_view = {
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										m_index_stream_buffer->GetBaseGPUAddress(),          // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
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										static_cast<UINT>(m_index_stream_buffer->GetSize()), // UINT SizeInBytes;
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										DXGI_FORMAT_R16_UINT                                 // DXGI_FORMAT Format;
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									};
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									D3D::current_command_list->IASetIndexBuffer(&ib_view);
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								}
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								void VertexManager::CreateDeviceObjects()
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								{
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									m_vertex_draw_offset = 0;
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									m_index_draw_offset = 0;
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									m_vertex_stream_buffer = std::make_unique<D3DStreamBuffer>(MAXVBUFFERSIZE * 2, MAX_VBUFFER_SIZE, &m_vertex_stream_buffer_reallocated);
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									m_index_stream_buffer  = std::make_unique<D3DStreamBuffer>(MAXIBUFFERSIZE * sizeof(u16) * 2, MAXIBUFFERSIZE * sizeof(u16) * 16, &m_index_stream_buffer_reallocated);
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									SetIndexBuffer();
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									// Use CPU-only memory if the GPU won't be reading from the buffers,
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									// since reading upload heaps on the CPU is slow..
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									m_vertex_cpu_buffer.resize(MAXVBUFFERSIZE);
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									m_index_cpu_buffer.resize(MAXIBUFFERSIZE);
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								}
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								void VertexManager::DestroyDeviceObjects()
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								{
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									m_vertex_stream_buffer.reset();
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									m_index_stream_buffer.reset();
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									m_vertex_cpu_buffer.clear();
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									m_index_cpu_buffer.clear();
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								}
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								VertexManager::VertexManager()
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								{
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									CreateDeviceObjects();
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								}
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								VertexManager::~VertexManager()
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								{
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									DestroyDeviceObjects();
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								}
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								void VertexManager::PrepareDrawBuffers(u32 stride)
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								{
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									u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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									u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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									m_vertex_stream_buffer->OverrideSizeOfPreviousAllocation(vertex_data_size);
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									m_index_stream_buffer->OverrideSizeOfPreviousAllocation(index_data_size);
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									ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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									ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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								}
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								void VertexManager::Draw(u32 stride)
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								{
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									static u32 s_previous_stride = UINT_MAX;
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									u32 indices = IndexGenerator::GetIndexLen();
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									if (D3D::command_list_mgr->GetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER) || s_previous_stride != stride)
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									{
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										D3D12_VERTEX_BUFFER_VIEW vb_view = {
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											m_vertex_stream_buffer->GetBaseGPUAddress(),          // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
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											static_cast<UINT>(m_vertex_stream_buffer->GetSize()), // UINT SizeInBytes;
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											stride                                                // UINT StrideInBytes;
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										};
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										D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
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										D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, false);
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										s_previous_stride = stride;
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									}
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									D3D_PRIMITIVE_TOPOLOGY d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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									switch (current_primitive_type)
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									{
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										case PRIMITIVE_POINTS:
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											d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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											break;
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										case PRIMITIVE_LINES:
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											d3d_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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											break;
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									}
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									if (D3D::command_list_mgr->GetCommandListPrimitiveTopology() != d3d_primitive_topology)
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									{
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										D3D::current_command_list->IASetPrimitiveTopology(d3d_primitive_topology);
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										D3D::command_list_mgr->SetCommandListPrimitiveTopology(d3d_primitive_topology);
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									}
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									u32 base_vertex = m_vertex_draw_offset / stride;
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									u32 start_index = m_index_draw_offset / sizeof(u16);
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									D3D::current_command_list->DrawIndexedInstanced(indices, 1, start_index, base_vertex, 0);
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									INCSTAT(stats.thisFrame.numDrawCalls);
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								}
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								void VertexManager::vFlush(bool use_dst_alpha)
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								{
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									ShaderCache::LoadAndSetActiveShaders(use_dst_alpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, current_primitive_type);
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									if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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										BBox::Invalidate();
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									u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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									PrepareDrawBuffers(stride);
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									g_renderer->ApplyState(use_dst_alpha);
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									Draw(stride);
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									D3D::command_list_mgr->m_draws_since_last_execution++;
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									// Many Gamecube/Wii titles read from the EFB each frame to determine what new rendering work to submit, e.g. where sun rays are
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									// occluded and where they aren't. When the CPU wants to read this data (done in Renderer::AccessEFB), it requires that the GPU
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									// finish all oustanding work. As an optimization, when we detect that the CPU is likely to read back data this frame, we break
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									// up the rendering work and submit it more frequently to the GPU (via ExecuteCommandList). Thus, when the CPU finally needs the
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									// the GPU to finish all of its work, there is (hopefully) less work outstanding to wait on at that moment.
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									// D3D12TODO: Decide right threshold for drawCountSinceAsyncFlush at runtime depending on
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									// amount of stall measured in AccessEFB.
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									if (D3D::command_list_mgr->m_draws_since_last_execution > 100 && D3D::command_list_mgr->m_cpu_access_last_frame)
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									{
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										D3D::command_list_mgr->m_draws_since_last_execution = 0;
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										D3D::command_list_mgr->ExecuteQueuedWork();
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									}
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								}
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								void VertexManager::ResetBuffer(u32 stride)
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								{
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									if (s_cull_all)
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									{
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										s_pCurBufferPointer = m_vertex_cpu_buffer.data();
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										s_pBaseBufferPointer = m_vertex_cpu_buffer.data();
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										s_pEndBufferPointer = m_vertex_cpu_buffer.data() + MAXVBUFFERSIZE;
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										IndexGenerator::Start(reinterpret_cast<u16*>(m_index_cpu_buffer.data()));
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										return;
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							 | 
							
								
							 | 
							
							
									}
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							 | 
						
					
						
							
								
									
										
										
										
											2016-03-05 22:38:14 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									m_vertex_stream_buffer->AllocateSpaceInBuffer(MAXVBUFFERSIZE, stride);
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
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							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (m_vertex_stream_buffer_reallocated)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										m_vertex_stream_buffer_reallocated = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									s_pBaseBufferPointer = static_cast<u8*>(m_vertex_stream_buffer->GetBaseCPUAddress());
							 | 
						
					
						
							
								
									
										
										
										
											2016-02-16 00:39:04 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									s_pEndBufferPointer  = s_pBaseBufferPointer + m_vertex_stream_buffer->GetSize();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									s_pCurBufferPointer  = static_cast<u8*>(m_vertex_stream_buffer->GetCPUAddressOfCurrentAllocation());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									m_vertex_draw_offset = static_cast<u32>(m_vertex_stream_buffer->GetOffsetOfCurrentAllocation());
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
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							 | 
						
					
						
							
								
									
										
										
										
											2016-03-05 22:38:14 +10:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									m_index_stream_buffer->AllocateSpaceInBuffer(MAXIBUFFERSIZE * sizeof(u16), sizeof(u16));
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (m_index_stream_buffer_reallocated)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										SetIndexBuffer();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										m_index_stream_buffer_reallocated = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2016-02-16 00:39:04 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									m_index_draw_offset = static_cast<u32>(m_index_stream_buffer->GetOffsetOfCurrentAllocation());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									IndexGenerator::Start(static_cast<u16*>(m_index_stream_buffer->GetCPUAddressOfCurrentAllocation()));
							 | 
						
					
						
							
								
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
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							 | 
							
								
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								}  // namespace
							 |