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little fix for issue 3976.
some optimization for vertex color loading, please test for any change in game color, this is a optimization so nothing should change :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6908 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -26,7 +26,7 @@
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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enum
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{
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LINEAR_DISKCACHE_VER = 6792
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LINEAR_DISKCACHE_VER = 6908
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};
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// On disk format:
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@ -567,7 +567,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if (!Pretest)
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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WRITE(p, "ocol0 = 0;\n");
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WRITE(p, "ocol0 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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if(DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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WRITE(p, "discard;\n");
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@ -798,7 +798,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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p = pmainstart;
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WRITE(p, "ocol0 = 0;\n");
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WRITE(p, "ocol0 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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if(DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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WRITE(p, "discard;\n");
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@ -1305,7 +1305,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType)
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compindex = bpmem.alphaFunc.comp1 % 8;
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WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
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WRITE(p, ")){ocol0 = 0;%sdiscard;%s}\n",DepthTextureEnable ? "depth = 1.f;" : "",(ApiType != API_D3D11)? "return;" : "");
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WRITE(p, ")){ocol0 = float4(0.0f,0.0f,0.0f,0.0f);%sdiscard;%s}\n",DepthTextureEnable ? "depth = 1.f;" : "",(ApiType != API_D3D11)? "return;" : "");
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return true;
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}
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@ -29,6 +29,7 @@
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#define GSHIFT 8
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#define BSHIFT 16
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#define ASHIFT 24
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#define AMASK (0xFF << ASHIFT)
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extern int colIndex;
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extern int colElements[2];
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@ -40,12 +41,13 @@ __forceinline void _SetCol(u32 val)
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colIndex++;
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}
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//Read 4444 directly from unswaped val so intead or RGBA yo get BARG
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__forceinline void _SetCol4444(u16 val)
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{
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u32 col = Convert4To8(val & 0xF) << ASHIFT;
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col |= Convert4To8((val >> 12) & 0xF) << RSHIFT;
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col |= Convert4To8((val >> 8) & 0xF) << GSHIFT;
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col |= Convert4To8((val >> 4) & 0xF) << BSHIFT;
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u32 col = Convert4To8(val & 0xF) << GSHIFT;
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col |= Convert4To8((val >> 12) & 0xF) << BSHIFT;
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col |= Convert4To8((val >> 8) & 0xF) << ASHIFT;
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col |= Convert4To8((val >> 4) & 0xF) << RSHIFT;
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_SetCol(col);
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}
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@ -63,13 +65,12 @@ __forceinline void _SetCol565(u16 val)
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u32 col = Convert5To8((val >> 11) & 0x1F) << RSHIFT;
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col |= Convert6To8((val >> 5) & 0x3F) << GSHIFT;
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col |= Convert5To8(val & 0x1F) << BSHIFT;
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_SetCol(col | (0xFF << ASHIFT));
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_SetCol(col | AMASK);
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}
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__forceinline u32 _Read24(const u8 *addr)
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{
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return addr[0] | (addr[1] << 8) | (addr[2] << 16) | 0xFF000000;
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return Common::swap32(addr) | AMASK;
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}
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__forceinline u32 _Read32(const u8 *addr)
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@ -77,38 +78,33 @@ __forceinline u32 _Read32(const u8 *addr)
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return *(const u32 *)addr;
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}
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void LOADERDECL Color_ReadDirect_24b_888()
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{
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u32 col = DataReadU8() << RSHIFT;
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col |= DataReadU8() << GSHIFT;
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col |= DataReadU8() << BSHIFT;
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_SetCol(col | (0xFF << ASHIFT));
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_SetCol(_Read24(DataGetPosition()));
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DataSkip(3);
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}
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void LOADERDECL Color_ReadDirect_32b_888x(){
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u32 col = DataReadU8() << RSHIFT;
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col |= DataReadU8() << GSHIFT;
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col |= DataReadU8() << BSHIFT;
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_SetCol(col | (0xFF << ASHIFT));
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DataReadU8();
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void LOADERDECL Color_ReadDirect_32b_888x()
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{
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_SetCol(_Read24(DataGetPosition()));
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DataSkip(4);
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}
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void LOADERDECL Color_ReadDirect_16b_565()
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{
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_SetCol565(DataReadU16());
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}
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void LOADERDECL Color_ReadDirect_16b_4444()
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{
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_SetCol4444(DataReadU16());
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_SetCol4444(((const u16*)DataGetPosition())[0]);
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DataSkip(2);
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}
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void LOADERDECL Color_ReadDirect_24b_6666()
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{
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u32 val = DataReadU8() << 16;
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val |= DataReadU8() << 8;
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val |= DataReadU8();
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_SetCol6666(val);
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_SetCol6666(((const u32*)(DataGetPosition() - 1))[0]);
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DataSkip(3);
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}
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// F|RES: i am not 100 percent sure, but the colElements seems to be important for rendering only
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@ -125,7 +121,7 @@ void LOADERDECL Color_ReadDirect_32b_8888()
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// "kill" the alpha
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if (!colElements[colIndex])
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col |= 0xFF << ASHIFT;
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col |= AMASK;
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_SetCol(col);
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}
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@ -153,15 +149,14 @@ void LOADERDECL Color_ReadIndex8_32b_888x()
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void LOADERDECL Color_ReadIndex8_16b_4444()
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{
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u8 Index = DataReadU8();
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u16 val = Common::swap16(*(const u16 *)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex])));
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u16 val = ((const u16 *)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex])))[0];
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_SetCol4444(val);
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}
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void LOADERDECL Color_ReadIndex8_24b_6666()
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{
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u8 Index = DataReadU8();
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const u8* pData = cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex]);
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u32 val = pData[2] | (pData[1] << 8) | (pData[0] << 16);
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_SetCol6666(val);
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const u32* pData = (const u32*)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex]) - 1);
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_SetCol6666(pData[0]);
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}
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void LOADERDECL Color_ReadIndex8_32b_8888()
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{
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@ -170,8 +165,6 @@ void LOADERDECL Color_ReadIndex8_32b_8888()
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_SetCol(_Read32(iAddress));
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}
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void LOADERDECL Color_ReadIndex16_16b_565()
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{
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u16 Index = DataReadU16();
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@ -193,15 +186,14 @@ void LOADERDECL Color_ReadIndex16_32b_888x()
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void LOADERDECL Color_ReadIndex16_16b_4444()
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{
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u16 Index = DataReadU16();
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u16 val = Common::swap16(*(const u16 *)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex])));
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u16 val = ((const u16 *)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex])))[0];
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_SetCol4444(val);
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}
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void LOADERDECL Color_ReadIndex16_24b_6666()
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{
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u16 Index = DataReadU16();
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const u8 *pData = cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex]);
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u32 val = pData[2] | (pData[1] << 8) | (pData[0] << 16);
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_SetCol6666(val);
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const u32* pData = (const u32*)(cached_arraybases[ARRAY_COLOR+colIndex] + (Index * arraystrides[ARRAY_COLOR+colIndex]) - 1);
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_SetCol6666(pData[0]);
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}
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void LOADERDECL Color_ReadIndex16_32b_8888()
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{
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