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https://github.com/RPCS3/rpcs3.git
synced 2025-03-15 13:21:14 +00:00
RSX "refactoring" reverted
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29165af761
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384cb5e415
File diff suppressed because it is too large
Load Diff
@ -21,7 +21,7 @@ u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height,
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class GLTexture
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{
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u32 m_id;
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public:
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GLTexture() : m_id(0)
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{
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@ -166,11 +166,12 @@ public:
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virtual ~GLGSRender();
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private:
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void EnableVertexData(bool indexed_draw=false);
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void EnableVertexData(bool indexed_draw = false);
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void DisableVertexData();
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void InitVertexData();
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void InitFragmentData();
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void Enable(bool enable, const u32 cap);
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virtual void Close();
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bool LoadProgram();
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void WriteBuffers();
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@ -189,41 +190,7 @@ protected:
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virtual void OnInitThread();
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virtual void OnExitThread();
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virtual void OnReset();
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virtual void ExecCMD(u32 cmd);
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virtual void ExecCMD();
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virtual void Enable(u32 cmd, u32 enable);
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virtual void ClearColor(u32 a, u32 r, u32 g, u32 b);
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virtual void ClearStencil(u32 stencil);
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virtual void ClearDepth(u32 depth);
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virtual void ClearSurface(u32 mask);
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virtual void ColorMask(bool a, bool r, bool g, bool b);
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virtual void AlphaFunc(u32 func, float ref);
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virtual void DepthFunc(u32 func);
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virtual void DepthMask(u32 flag);
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virtual void PolygonMode(u32 face, u32 mode);
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virtual void PointSize(float size);
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virtual void LogicOp(u32 opcode);
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virtual void LineWidth(float width);
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virtual void LineStipple(u16 factor, u16 pattern);
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virtual void PolygonStipple(u32 pattern);
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virtual void PrimitiveRestartIndex(u32 index);
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virtual void CullFace(u32 mode);
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virtual void FrontFace(u32 mode);
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virtual void Fogi(u32 mode);
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virtual void Fogf(float start, float end);
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virtual void PolygonOffset(float factor, float bias);
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virtual void DepthRangef(float min, float max);
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virtual void BlendEquationSeparate(u16 rgb, u16 a);
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virtual void BlendFuncSeparate(u16 srcRGB, u16 dstRGB, u16 srcAlpha, u16 dstAlpha);
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virtual void BlendColor(u8 r, u8 g, u8 b, u8 a);
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virtual void LightModeli(u32 enable);
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virtual void ShadeModel(u32 mode);
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virtual void DepthBoundsEXT(float min, float max);
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virtual void Scissor(u16 x, u16 y, u16 width, u16 height);
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virtual void StencilOp(u32 fail, u32 zfail, u32 zpass);
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virtual void StencilMask(u32 mask);
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virtual void StencilFunc(u32 func, u32 ref, u32 mask);
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virtual void StencilOpSeparate(u32 mode, u32 fail, u32 zfail, u32 zpass);
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virtual void StencilMaskSeparate(u32 mode, u32 mask);
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virtual void StencilFuncSeparate(u32 mode, u32 func, u32 ref, u32 mask);
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virtual void Flip();
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};
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@ -6,50 +6,44 @@ class NullGSRender
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{
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public:
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NullGSRender() {}
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virtual ~NullGSRender() {}
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NullGSRender()
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{
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}
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virtual ~NullGSRender()
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{
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}
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private:
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virtual void OnInit() {}
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virtual void OnInitThread() {}
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virtual void OnExitThread() {}
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virtual void OnReset() {}
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virtual void Enable(u32 cmd, u32 enable) {}
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virtual void ClearColor(u32 a, u32 r, u32 g, u32 b) {}
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virtual void ClearStencil(u32 stencil) {}
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virtual void ClearDepth(u32 depth) {}
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virtual void ClearSurface(u32 mask) {}
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virtual void ColorMask(bool a, bool r, bool g, bool b) {}
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virtual void ExecCMD() {}
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virtual void AlphaFunc(u32 func, float ref) {}
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virtual void DepthFunc(u32 func) {}
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virtual void DepthMask(u32 flag) {}
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virtual void PolygonMode(u32 face, u32 mode) {}
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virtual void PointSize(float size) {}
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virtual void LogicOp(u32 opcode) {}
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virtual void LineWidth(float width) {}
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virtual void LineStipple(u16 factor, u16 pattern) {}
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virtual void PolygonStipple(u32 pattern) {}
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virtual void PrimitiveRestartIndex(u32 index) {}
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virtual void CullFace(u32 mode) {}
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virtual void FrontFace(u32 mode) {}
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virtual void Fogi(u32 mode) {}
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virtual void Fogf(float start, float end) {}
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virtual void PolygonOffset(float factor, float bias) {}
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virtual void DepthRangef(float min, float max) {}
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virtual void BlendEquationSeparate(u16 rgb, u16 a) {}
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virtual void BlendFuncSeparate(u16 srcRGB, u16 dstRGB, u16 srcAlpha, u16 dstAlpha) {}
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virtual void BlendColor(u8 r, u8 g, u8 b, u8 a) {}
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virtual void LightModeli(u32 enable) {}
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virtual void ShadeModel(u32 mode) {}
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virtual void DepthBoundsEXT(float min, float max) {}
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virtual void Scissor(u16 x, u16 y, u16 width, u16 height) {}
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virtual void StencilOp(u32 fail, u32 zfail, u32 zpass) {}
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virtual void StencilMask(u32 mask) {}
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virtual void StencilFunc(u32 func, u32 ref, u32 mask) {}
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virtual void StencilOpSeparate(u32 mode, u32 fail, u32 zfail, u32 zpass) {}
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virtual void StencilMaskSeparate(u32 mode, u32 mask) {}
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virtual void StencilFuncSeparate(u32 mode, u32 func, u32 ref, u32 mask) {}
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virtual void Flip() {}
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virtual void Close() {}
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};
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virtual void OnInit()
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{
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}
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virtual void OnInitThread()
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{
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}
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virtual void OnExitThread()
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{
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}
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virtual void OnReset()
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{
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}
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virtual void ExecCMD(u32 cmd)
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{
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}
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virtual void ExecCMD()
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{
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}
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virtual void Flip()
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{
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}
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virtual void Close()
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{
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}
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};
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File diff suppressed because it is too large
Load Diff
@ -90,7 +90,7 @@ struct RSXTransformConstant
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}
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};
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class RSXThread : public ThreadBase
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class RSXThread : public ThreadBase
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{
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public:
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static const uint m_textures_count = 16;
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@ -498,7 +498,7 @@ protected:
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m_front_face = 0x0901; // GL_CCW
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m_cull_face = 0x0405; // GL_BACK
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m_alpha_func = 0x0207; // GL_ALWAYS
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m_alpha_ref = 0.0;
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m_alpha_ref = 0.0f;
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m_logic_op = 0x1503; // GL_COPY
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m_shade_mode = 0x1D01; // GL_SMOOTH
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m_depth_mask = 1;
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@ -523,7 +523,7 @@ protected:
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m_vertex_data_base_index = 0;
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// Construct Stipple Pattern
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for (size_t i = 0; i < 32; i++)
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for (size_t i = 0; i < 32; i++)
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{
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m_polygon_stipple_pattern[i] = 0xFFFFFFFF;
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}
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@ -629,54 +629,20 @@ protected:
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u32 OutOfArgsCount(const uint x, const u32 cmd, const u32 count, const u32 args_addr);
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void DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const u32 count);
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void NativeRescale(float width, float height);
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virtual void OnInit() = 0;
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virtual void OnInitThread() = 0;
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virtual void OnExitThread() = 0;
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virtual void OnReset() = 0;
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virtual void ExecCMD() = 0;
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virtual void Enable(u32 cmd, u32 enable) = 0;
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virtual void ClearColor(u32 a, u32 r, u32 g, u32 b) = 0;
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virtual void ClearStencil(u32 stencil) = 0;
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virtual void ClearDepth(u32 depth) = 0;
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virtual void ClearSurface(u32 mask) = 0;
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virtual void ColorMask(bool a, bool r, bool g, bool b) = 0;
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virtual void AlphaFunc(u32 func, float ref) = 0;
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virtual void DepthFunc(u32 func) = 0;
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virtual void DepthMask(u32 flag) = 0;
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virtual void PolygonMode(u32 face, u32 mode) = 0;
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virtual void PointSize(float size) = 0;
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virtual void LogicOp(u32 opcode) = 0;
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virtual void LineWidth(float width) = 0;
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virtual void LineStipple(u16 factor, u16 pattern) = 0;
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virtual void PolygonStipple(u32 pattern) = 0;
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virtual void PrimitiveRestartIndex(u32 index) = 0;
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virtual void CullFace(u32 mode) = 0;
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virtual void FrontFace(u32 mode) = 0;
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virtual void Fogi(u32 mode) = 0;
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virtual void Fogf(float start, float end) = 0;
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virtual void PolygonOffset(float factor, float bias) = 0;
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virtual void DepthRangef(float min, float max) = 0;
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virtual void BlendEquationSeparate(u16 rgb, u16 a) = 0;
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virtual void BlendFuncSeparate(u16 srcRGB, u16 dstRGB, u16 srcAlpha, u16 dstAlpha) = 0;
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virtual void BlendColor(u8 r, u8 g, u8 b, u8 a) = 0;
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virtual void LightModeli(u32 enable) = 0;
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virtual void ShadeModel(u32 mode) = 0;
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virtual void DepthBoundsEXT(float min, float max) = 0;
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virtual void Scissor(u16 x, u16 y, u16 width, u16 height) = 0;
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virtual void StencilOp(u32 fail, u32 zfail, u32 zpass) = 0;
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virtual void StencilMask(u32 mask) = 0;
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virtual void StencilFunc(u32 func, u32 ref, u32 mask) = 0;
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virtual void StencilOpSeparate(u32 mode, u32 fail, u32 zfail, u32 zpass) = 0;
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virtual void StencilMaskSeparate(u32 mode, u32 mask) = 0;
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virtual void StencilFuncSeparate(u32 mode, u32 func, u32 ref, u32 mask) = 0;
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virtual void ExecCMD(u32 cmd) = 0;
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virtual void Flip() = 0;
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void LoadVertexData(u32 first, u32 count)
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{
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for (u32 i = 0; i < m_vertex_count; ++i)
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{
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if(!m_vertex_data[i].IsEnabled()) continue;
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if (!m_vertex_data[i].IsEnabled()) continue;
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m_vertex_data[i].Load(first, count, m_vertex_data_base_offset, m_vertex_data_base_index);
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}
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