forked from dolphin-emu/dolphin
		
	- Fixed: Crash when stopping a game. - Improved: DirectX Plugin. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@237 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			260 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			260 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "D3DBase.h"
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#include "Common.h"
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#include "Globals.h"
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#include "VertexHandler.h"
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#include "OpcodeDecoding.h"
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#include "TransformEngine.h"
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#include "IndexGenerator.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "ShaderManager.h"
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#include "Utils.h"
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using namespace D3D;
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//TODO(ector): remove and calculate inline?
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float shiftLookup[32];
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IndexGenerator indexGen;
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Collection CVertexHandler::collection;
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LPDIRECT3DVERTEXDECLARATION9 vDecl;
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D3DVertex *fakeVBuffer;
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u16 *fakeIBuffer;
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#define MAXVBUFFERSIZE 65536*3
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#define MAXIBUFFERSIZE 65536*3
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const D3DVERTEXELEMENT9 decl[] =
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{
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    { 0,  0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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    { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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    { 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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    { 0, 28, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
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	{ 0, 32+12*0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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	{ 0, 32+12*1, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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	{ 0, 32+12*2, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
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	{ 0, 32+12*3, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
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	{ 0, 32+12*4, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
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	{ 0, 32+12*5, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
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	{ 0, 32+12*6, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
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	{ 0, 32+12*7, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
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    D3DDECL_END()
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};
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void CVertexHandler::Init()
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{
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	collection = C_NOTHING;
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	for (int i = 0; i < 31; i++)
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		shiftLookup[i] = 1.0f / float(1 << i);
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	fakeVBuffer = new D3DVertex[65536];
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	fakeIBuffer = new u16[65536];
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	CreateDeviceObjects();
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}
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void CVertexHandler::Shutdown()
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{
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	DestroyDeviceObjects();
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	delete [] fakeVBuffer;
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	delete [] fakeIBuffer;
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}
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void CVertexHandler::CreateDeviceObjects()
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{
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	HRESULT hr;
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	if( FAILED( hr = D3D::dev->CreateVertexDeclaration( decl, &vDecl) ) )
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    {
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		MessageBox(0,"Failed to create vertex declaration","sdfsd",0);
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        return;
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    }
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}
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void CVertexHandler::BeginFrame()
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{
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	D3D::dev->SetVertexDeclaration(vDecl);
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	//D3D::dev->SetStreamSource(0,vBuffer,0,sizeof(D3DVertex));
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}
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void CVertexHandler::DestroyDeviceObjects()
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{
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	if (vDecl)
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		vDecl->Release();
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	vDecl=0;
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}
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void CVertexHandler::AddIndices(int _primitive, int _numVertices)
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{
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	switch(_primitive) {
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	case GX_DRAW_QUADS:          indexGen.AddQuads(_numVertices); return;    
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	case GX_DRAW_TRIANGLES:      indexGen.AddList(_numVertices);  return;    
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	case GX_DRAW_TRIANGLE_STRIP: indexGen.AddStrip(_numVertices);     return;
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	case GX_DRAW_TRIANGLE_FAN:   indexGen.AddFan(_numVertices);       return;
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	case GX_DRAW_LINE_STRIP:     indexGen.AddLineStrip(_numVertices); return;
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	case GX_DRAW_LINES:		     indexGen.AddLineList(_numVertices);  return;
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	case GX_DRAW_POINTS:         indexGen.AddPointList(_numVertices); return;
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	}
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}
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const Collection collectionTypeLUT[8] =
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{
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	C_TRIANGLES,//quads
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	C_NOTHING,  //nothing
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	C_TRIANGLES,//triangles
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	C_TRIANGLES,//strip
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	C_TRIANGLES,//fan
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	C_LINES,    //lines
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	C_LINES,    //linestrip
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	C_POINTS    //guess :P
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};
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D3DVertex *vbufferwrite;
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void CVertexHandler::DrawVertices(int _primitive, int _numVertices, const DecodedVArray *varray)
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{
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	if (_numVertices <= 0) //This check is pretty stupid... 
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		return;
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	Collection type = collectionTypeLUT[_primitive];
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	if (type == C_NOTHING)
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		return;
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    DVSTARTPROFILE();
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	_assert_msg_(type != C_NOTHING, "type == C_NOTHING!!", "WTF");
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	if (indexGen.GetNumVerts() > 1000) // TODO(ector): Raise?
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		Flush();
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	ADDSTAT(stats.thisFrame.numPrims, _numVertices);
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	if (collection != type)
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	{
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		//We are NOT collecting the right type.
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		Flush();
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		collection = type;
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		u16 *ptr = 0;
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		if (type != C_POINTS)
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		{
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			ptr = fakeIBuffer;
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			indexGen.Start((unsigned short*)ptr);
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			AddIndices(_primitive,_numVertices);
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		}
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		vbufferwrite = fakeVBuffer;
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		if (_numVertices >= MAXVBUFFERSIZE)
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			MessageBox(NULL, "To much vertices for the buffer", "Video.DLL", MB_OK);
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		CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite);
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	}
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	else //We are collecting the right type, keep going
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	{
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		_assert_msg_(vbufferwrite!=0, "collecting: vbufferwrite == 0!","WTF");
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		INCSTAT(stats.numJoins);
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		//Success, keep adding to unlocked buffer
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		int last=indexGen.GetNumVerts();
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		AddIndices(_primitive,_numVertices);
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		if (_numVertices >= MAXVBUFFERSIZE)
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			MessageBox(NULL, "Too many vertices for the buffer", "Video.DLL", MB_OK);
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		CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite + last);
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	}
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}
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const D3DPRIMITIVETYPE pts[3] = 
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{
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	D3DPT_POINTLIST, //DUMMY
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	D3DPT_TRIANGLELIST, 
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	D3DPT_LINELIST,
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};
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void CVertexHandler::Flush()
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{
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    DVSTARTPROFILE();
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    if (collection != C_NOTHING)
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	{
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		ActivateTextures();
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		int numVertices = indexGen.GetNumVerts();
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		if (numVertices != 0)
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		{
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			PShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
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			VShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
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			if (collection != C_POINTS)
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			{
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				int numPrimitives = indexGen.GetNumPrims();
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				D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection], 
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					                             0, 
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												 numVertices, 
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												 numPrimitives,
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												 fakeIBuffer,
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												 D3DFMT_INDEX16,
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												 fakeVBuffer,
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												 sizeof(D3DVertex));
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			}
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			else
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			{
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				D3D::dev->SetIndices(0);
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				// D3D::dev->DrawPrimitiveUP(D3DPT_POINTLIST,
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				//	                      numVertices,
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				//						  fakeVBuffer,
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				//						  sizeof(D3DVertex));
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				Renderer::DrawPrimitiveUP( D3DPT_POINTLIST, numVertices, fakeVBuffer, sizeof(D3DVertex) );
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			}
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		}
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		collection = C_NOTHING;
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	}
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}
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/*
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	char szTmp[256];
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	sprintf(szTmp, "Batch size : %i",_numVertices);
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	g_VideoInitialize.pLog(szTmp);
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	char szTemp[256];
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	sprintf(szTemp, "count: %i", count);
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	SendMessage(g_VideoInitialize.hStatusBar, SB_SETTEXT,0,(LPARAM)szTemp);	
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	static bool bWaitStep = false;
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	if (count == 24800)
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	{
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		bWaitStep = true;
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		Renderer::Flush();
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	}
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	if (GetAsyncKeyState('J'))
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		bWaitStep = true;
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	if (GetAsyncKeyState('U'))
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		bWaitStep = false;
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	if (bWaitStep)
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	{	
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		static bool bKey = false;
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		while (GetAsyncKeyState('H') == 0)
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		{			
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			if (GetAsyncKeyState(VK_SPACE))
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				_asm int 3;
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			if (GetAsyncKeyState('U'))
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			{
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				bWaitStep = false;
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				break;
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			}
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		}
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		Renderer::Flush();
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		// wait for key release
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		while (GetAsyncKeyState ('H')){
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		};
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	}
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}
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*/
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//	old = bpmem.combiners[0].colorC.hex;
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