forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			247 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 <cstddef>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/VideoConfig.h"
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//Init
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u16 *IndexGenerator::index_buffer_current;
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u16 *IndexGenerator::BASEIptr;
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u32 IndexGenerator::base_index;
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static const u16 s_primitive_restart = -1;
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static u16* (*primitive_table[8])(u16*, u32, u32);
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void IndexGenerator::Init()
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{
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	if (g_Config.backend_info.bSupportsPrimitiveRestart)
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	{
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		primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
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		primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
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		primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
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		primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
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		primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
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	}
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	else
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	{
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		primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
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		primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
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		primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
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		primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
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		primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
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	}
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	primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
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	primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
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	primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
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}
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void IndexGenerator::Start(u16* Indexptr)
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{
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	index_buffer_current = Indexptr;
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	BASEIptr = Indexptr;
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	base_index = 0;
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}
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void IndexGenerator::AddIndices(int primitive, u32 numVerts)
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{
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	index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
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	base_index += numVerts;
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}
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// Triangles
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template <bool pr> __forceinline u16* IndexGenerator::WriteTriangle(u16 *Iptr, u32 index1, u32 index2, u32 index3)
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{
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	*Iptr++ = index1;
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	*Iptr++ = index2;
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	*Iptr++ = index3;
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	if (pr)
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		*Iptr++ = s_primitive_restart;
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	return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddList(u16 *Iptr, u32 const numVerts, u32 index)
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{
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	for (u32 i = 2; i < numVerts; i+=3)
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	{
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		Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
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	}
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	return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts, u32 index)
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{
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	if (pr)
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	{
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		for (u32 i = 0; i < numVerts; ++i)
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		{
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			*Iptr++ = index + i;
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		}
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		*Iptr++ = s_primitive_restart;
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	}
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	else
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	{
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		bool wind = false;
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		for (u32 i = 2; i < numVerts; ++i)
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		{
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			Iptr = WriteTriangle<pr>(Iptr,
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				index + i - 2,
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				index + i - !wind,
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				index + i - wind);
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			wind ^= true;
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		}
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	}
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	return Iptr;
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}
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/**
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 * FAN simulator:
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 *
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 *   2---3
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 *  / \ / \
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 * 1---0---4
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 *
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 * would generate this triangles:
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 * 012, 023, 034
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 *
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 * rotated (for better striping):
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 * 120, 302, 034
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 *
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 * as odd ones have to winded, following strip is fine:
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 * 12034
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 *
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 * so we use 6 indices for 3 triangles
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 */
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template <bool pr> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 index)
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{
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	u32 i = 2;
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	if (pr)
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	{
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		for (; i+3<=numVerts; i+=3)
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		{
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			*Iptr++ = index + i - 1;
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			*Iptr++ = index + i + 0;
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			*Iptr++ = index;
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			*Iptr++ = index + i + 1;
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			*Iptr++ = index + i + 2;
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			*Iptr++ = s_primitive_restart;
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		}
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		for (; i+2<=numVerts; i+=2)
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		{
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			*Iptr++ = index + i - 1;
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			*Iptr++ = index + i + 0;
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			*Iptr++ = index;
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			*Iptr++ = index + i + 1;
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			*Iptr++ = s_primitive_restart;
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		}
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	}
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	for (; i < numVerts; ++i)
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	{
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		Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
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	}
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	return Iptr;
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}
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/*
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 * QUAD simulator
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 *
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 * 0---1   4---5
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 * |\  |   |\  |
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 * | \ |   | \ |
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 * |  \|   |  \|
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 * 3---2   7---6
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 *
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 * 012,023, 456,467 ...
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 * or 120,302, 564,746
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 * or as strip: 1203, 5647
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 *
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 * Warning:
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 * A simple triangle has to be rendered for three vertices.
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 * ZWW do this for sun rays
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 */
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template <bool pr> u16* IndexGenerator::AddQuads(u16 *Iptr, u32 numVerts, u32 index)
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{
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	u32 i = 3;
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	for (; i < numVerts; i+=4)
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	{
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		if (pr)
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		{
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			*Iptr++ = index + i - 2;
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			*Iptr++ = index + i - 1;
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			*Iptr++ = index + i - 3;
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			*Iptr++ = index + i - 0;
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			*Iptr++ = s_primitive_restart;
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		}
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		else
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		{
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			Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
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			Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
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		}
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	}
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	// three vertices remaining, so render a triangle
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	if (i == numVerts)
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	{
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		Iptr = WriteTriangle<pr>(Iptr, index+numVerts-3, index+numVerts-2, index+numVerts-1);
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	}
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	return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddQuads_nonstandard(u16 *Iptr, u32 numVerts, u32 index)
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{
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	WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
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	return AddQuads<pr>(Iptr, numVerts, index);
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}
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// Lines
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u16* IndexGenerator::AddLineList(u16 *Iptr, u32 numVerts, u32 index)
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{
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	for (u32 i = 1; i < numVerts; i+=2)
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	{
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		*Iptr++ = index + i - 1;
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		*Iptr++ = index + i;
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	}
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	return Iptr;
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}
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// shouldn't be used as strips as LineLists are much more common
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// so converting them to lists
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u16* IndexGenerator::AddLineStrip(u16 *Iptr, u32 numVerts, u32 index)
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{
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	for (u32 i = 1; i < numVerts; ++i)
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	{
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		*Iptr++ = index + i - 1;
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		*Iptr++ = index + i;
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	}
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	return Iptr;
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}
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// Points
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u16* IndexGenerator::AddPoints(u16 *Iptr, u32 numVerts, u32 index)
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{
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	for (u32 i = 0; i != numVerts; ++i)
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	{
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		*Iptr++ = index + i;
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	}
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	return Iptr;
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}
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u32 IndexGenerator::GetRemainingIndices()
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{
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	u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
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	return max_index - base_index;
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}
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