forked from dolphin-emu/dolphin
		
	implemented buffer format fall back to allow hardware that don't support lockable formats to run the games with Z peeking disabled, applied as well the patch suggested in issue 1494 please give heavy test to this commit git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4365 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			358 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			358 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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#include <fstream>
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#include <vector>
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#include "Fifo.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Profiler.h"
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#include "Render.h"
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#include "ImageWrite.h"
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#include "BPMemory.h"
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#include "TextureMngr.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderGen.h"
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#include "VertexLoader.h"
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#include "VertexManager.h"
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#include "IndexGenerator.h"
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#include "OpcodeDecoding.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace VertexManager
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{
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static int lastPrimitive;
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static u8 *LocalVBuffer;   
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static u16 *TIBuffer;
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static u16 *LIBuffer;  
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static u16 *PIBuffer;  
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static GLint max_Index_size = 0;
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#define MAXVBUFFERSIZE 0x50000
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#define MAXIBUFFERSIZE 0xFFFF
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#define MAXVBOBUFFERCOUNT 0x8
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static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
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static int s_nCurVBOIndex = 0; // current free buffer
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static bool Flushed=false;
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bool Init()
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{
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	lastPrimitive = GX_DRAW_NONE;	
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	glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint *)&max_Index_size);
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	if(max_Index_size>MAXIBUFFERSIZE)
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		max_Index_size = MAXIBUFFERSIZE;
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	LocalVBuffer = new u8[MAXVBUFFERSIZE];
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	TIBuffer = new u16[max_Index_size];
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	LIBuffer = new u16[max_Index_size];
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	PIBuffer = new u16[max_Index_size];
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	IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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	s_pCurBufferPointer = LocalVBuffer;
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	s_nCurVBOIndex = 0;
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	glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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	for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
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		glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
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		glBufferData(GL_ARRAY_BUFFER, MAXVBUFFERSIZE, NULL, GL_STREAM_DRAW);
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	}
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	glEnableClientState(GL_VERTEX_ARRAY);
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	g_nativeVertexFmt = NULL;
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	Flushed=false;
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	GL_REPORT_ERRORD();
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	return true;
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}
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void Shutdown()
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{
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	delete [] LocalVBuffer;
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	delete [] TIBuffer;
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	delete [] LIBuffer;
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	delete [] PIBuffer;
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	glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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	s_nCurVBOIndex = 0;	
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}
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void ResetBuffer()
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{
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	s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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	s_pCurBufferPointer = LocalVBuffer;	
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}
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void AddIndices(int primitive, int numVertices)
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{
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	switch (primitive)
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	{
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		case GX_DRAW_TRIANGLES:      IndexGenerator::AddList(numVertices);      break;
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		case GX_DRAW_QUADS:          IndexGenerator::AddQuads(numVertices);     break;
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		case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices);     break;
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		case GX_DRAW_TRIANGLE_FAN:   IndexGenerator::AddFan(numVertices);       break;
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		case GX_DRAW_LINE_STRIP:     IndexGenerator::AddLineStrip(numVertices); break;
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		case GX_DRAW_LINES:		     IndexGenerator::AddLineList(numVertices);  break;
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		case GX_DRAW_POINTS:         IndexGenerator::AddPoints(numVertices);    break;
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	}
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}
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int GetRemainingSize()
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{	
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	return  MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
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}
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void AddVertices(int primitive, int numvertices)
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{
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	if (numvertices < 0)
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		return;
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	switch (primitive)
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	{
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		case GX_DRAW_QUADS:          
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		case GX_DRAW_TRIANGLES:      
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		case GX_DRAW_TRIANGLE_STRIP: 
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		case GX_DRAW_TRIANGLE_FAN:   
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			if(max_Index_size - IndexGenerator::GetTriangleindexLen() < 2 * numvertices)
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				Flush();
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			break;
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		case GX_DRAW_LINE_STRIP:
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		case GX_DRAW_LINES:
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			if(max_Index_size - IndexGenerator::GetLineindexLen() < 2 * numvertices)
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				Flush();
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			break;
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		case GX_DRAW_POINTS:
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			if(max_Index_size - IndexGenerator::GetPointindexLen() < numvertices)
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				Flush();
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			break;
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		default: return;
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	}
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	if(Flushed)
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	{
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		IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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		Flushed=false;
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	}
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	lastPrimitive = primitive;	
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	ADDSTAT(stats.thisFrame.numPrims, numvertices);
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	INCSTAT(stats.thisFrame.numPrimitiveJoins);
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	AddIndices(primitive, numvertices);
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}
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inline void Draw()
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{	
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	if(IndexGenerator::GetNumTriangles() > 0)
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	{
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		glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT,TIBuffer);
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		INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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	}
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	if(IndexGenerator::GetNumLines() > 0)
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	{
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		glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT,LIBuffer);
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		INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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	}
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	if(IndexGenerator::GetNumPoints() > 0)
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	{
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		glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT,PIBuffer);
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		INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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	}		
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}
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void Flush()
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{
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	if (LocalVBuffer == s_pCurBufferPointer) return;	
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	if(Flushed) return;
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	Flushed=true;
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#if defined(_DEBUG) || defined(DEBUGFAST) 
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	PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGens,
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		xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
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		bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
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	for (int i = 0; i < xfregs.nNumChans; ++i) 
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	{
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		LitChannel* ch = &xfregs.colChans[i].color;
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		PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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		ch = &xfregs.colChans[i].alpha;
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		PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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	}
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	for (int i = 0; i < xfregs.numTexGens; ++i) 
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	{
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		TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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		if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
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		if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
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		PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
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			i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
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			xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
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	}
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	PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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		bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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#endif
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	DVSTARTPROFILE();
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	GL_REPORT_ERRORD(); 
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	glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
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	glBufferSubData(GL_ARRAY_BUFFER,0, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer);	
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	GL_REPORT_ERRORD();
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	// setup the pointers
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	if (g_nativeVertexFmt)
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		g_nativeVertexFmt->SetupVertexPointers();
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	GL_REPORT_ERRORD();
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	// set the textures
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	DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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	u32 usedtextures = 0;
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	for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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		if (bpmem.tevorders[i / 2].getEnable(i & 1))
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			usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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	if (bpmem.genMode.numindstages > 0)
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		for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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			if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) 
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				usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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	u32 nonpow2tex = 0;
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	for (int i = 0; i < 8; i++) 
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	{
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		if (usedtextures & (1 << i)) 
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		{
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			glActiveTexture(GL_TEXTURE0 + i);
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			FourTexUnits &tex = bpmem.tex[i >> 2];
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			TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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				tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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				tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
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			if (tentry) 
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			{
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				// texture loaded fine, set dims for pixel shader
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				if (tentry->isRectangle) 
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				{
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					PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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					nonpow2tex |= 1 << i;
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					if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
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					if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
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				}
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				// if texture is power of two, set to ones (since don't need scaling)
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				// (the above seems to have changed - we set the width and height here too.
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				else 
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				{
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					// 0s are probably for no manual wrapping needed.
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					PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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				}
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				// texture is hires - pass the scaling size
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				if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
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					PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
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				if (g_ActiveConfig.iLog & CONF_SAVETEXTURES) 
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				{
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					// save the textures
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					char strfile[255];
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					sprintf(strfile, "%sframes/tex%.3d_%d.tga", FULL_DUMP_DIR, g_Config.iSaveTargetId, i);
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					SaveTexture(strfile, tentry->isRectangle?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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				}
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			}
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			else
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				ERROR_LOG(VIDEO, "error loading tex\n");
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		}
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	}
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	PixelShaderManager::SetTexturesUsed(nonpow2tex);
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	FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
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	VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
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	// set global constants
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    VertexShaderManager::SetConstants();
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	PixelShaderManager::SetConstants();
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	// finally bind
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	int groupStart = 0;
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	if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
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	if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
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	Draw();
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    // run through vertex groups again to set alpha
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    if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) 
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	{
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        ps = PixelShaderCache::GetShader(true);
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        if (ps)PixelShaderCache::SetCurrentShader(ps->glprogid);
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		// only update alpha
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		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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		glDisable(GL_BLEND);
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		Draw();
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		// restore color mask
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		Renderer::SetColorMask();
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		if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) 
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			glEnable(GL_BLEND);	
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    }
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	s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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	s_pCurBufferPointer = LocalVBuffer;
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	IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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#if defined(_DEBUG) || defined(DEBUGFAST) 
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	if (g_ActiveConfig.iLog & CONF_SAVESHADERS) 
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	{
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		// save the shaders
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		char strfile[255];
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		sprintf(strfile, "%sframes/ps%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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		std::ofstream fps(strfile);
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		fps << ps->strprog.c_str();
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		sprintf(strfile, "%sframes/vs%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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		std::ofstream fvs(strfile);
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		fvs << vs->strprog.c_str();
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	}
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	if (g_ActiveConfig.iLog & CONF_SAVETARGETS) 
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	{
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		char str[128];
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		sprintf(str, "%sframes/targ%.3d.tga", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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		Renderer::SaveRenderTarget(str, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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	}
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#endif
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	g_Config.iSaveTargetId++;
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	GL_REPORT_ERRORD();
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}
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}  // namespace
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