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https://github.com/aap/librw.git
synced 2024-11-25 05:05:42 +00:00
implemented GS alpha test emu for gl3
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parent
438397f411
commit
a312007893
@ -55,9 +55,11 @@ void *createVertexDeclaration(VertexElement *elements);
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void destroyVertexDeclaration(void *delaration);
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uint32 getDeclaration(void *declaration, VertexElement *elements);
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void drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst);
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void drawInst_simple(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst);
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// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
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void drawInst_GSemu(d3d9::InstanceDataHeader *header, InstanceData *inst);
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// This one switches between the above two depending on render state;
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void drawInst(d3d9::InstanceDataHeader *header, d3d9::InstanceData *inst);
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@ -128,6 +128,7 @@ struct RwStateCache {
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uint32 alphaTestEnable;
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uint32 alphaFunc;
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bool32 textureAlpha;
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bool32 blendEnable;
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uint32 srcblend, destblend;
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uint32 zwrite;
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uint32 ztest;
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@ -135,6 +136,11 @@ struct RwStateCache {
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uint32 fogEnable;
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float32 fogStart;
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float32 fogEnd;
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// emulation of PS2 GS
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bool32 gsalpha;
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uint32 gsalpharef;
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RwRasterStateCache texstage[MAXNUMSTAGES];
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};
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static RwStateCache rwStateCache;
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@ -157,6 +163,21 @@ static uint32 blendMap[] = {
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GL_SRC_ALPHA_SATURATE,
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};
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void
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setAlphaBlend(bool32 enable)
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{
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if(rwStateCache.blendEnable != enable){
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rwStateCache.blendEnable = enable;
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(enable ? glEnable : glDisable)(GL_BLEND);
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}
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}
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bool32
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getAlphaBlend(void)
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{
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return rwStateCache.blendEnable;
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}
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static void
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setDepthTest(bool32 enable)
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{
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@ -224,7 +245,7 @@ setVertexAlpha(bool32 enable)
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{
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if(rwStateCache.vertexAlpha != enable){
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if(!rwStateCache.textureAlpha){
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(enable ? glEnable : glDisable)(GL_BLEND);
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setAlphaBlend(enable);
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setAlphaTest(enable);
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}
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rwStateCache.vertexAlpha = enable;
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@ -343,7 +364,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
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if(alpha != rwStateCache.textureAlpha){
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rwStateCache.textureAlpha = alpha;
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if(!rwStateCache.vertexAlpha){
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(alpha ? glEnable : glDisable)(GL_BLEND);
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setAlphaBlend(alpha);
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setAlphaTest(alpha);
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}
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}
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@ -392,7 +413,7 @@ setRasterStage(uint32 stage, Raster *raster)
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if(alpha != rwStateCache.textureAlpha){
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rwStateCache.textureAlpha = alpha;
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if(!rwStateCache.vertexAlpha){
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(alpha ? glEnable : glDisable)(GL_BLEND);
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setAlphaBlend(alpha);
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setAlphaTest(alpha);
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}
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}
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@ -492,6 +513,11 @@ setRenderState(int32 state, void *pvalue)
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stateDirty = 1;
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}
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break;
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case GSALPHATEST:
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rwStateCache.gsalpha = value;
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break;
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case GSALPHATESTREF:
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rwStateCache.gsalpharef = value;
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}
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}
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@ -551,6 +577,12 @@ getRenderState(int32 state)
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case ALPHATESTREF:
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val = (uint32)(uniformState.alphaRef*255.0f);
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break;
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case GSALPHATEST:
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val = rwStateCache.gsalpha;
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break;
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case GSALPHATESTREF:
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val = rwStateCache.gsalpharef;
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break;
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default:
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val = 0;
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}
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@ -568,13 +600,16 @@ resetRenderState(void)
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uniformState.fogEnd = 0.0f;
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uniformState.fogRange = 0.0f;
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uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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rwStateCache.gsalpha = 0;
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rwStateCache.gsalpharef = 128;
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stateDirty = 1;
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rwStateCache.vertexAlpha = 0;
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rwStateCache.textureAlpha = 0;
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glDisable(GL_BLEND);
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rwStateCache.alphaTestEnable = 0;
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rwStateCache.blendEnable = 0;
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glDisable(GL_BLEND);
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rwStateCache.srcblend = BLENDSRCALPHA;
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rwStateCache.destblend = BLENDINVSRCALPHA;
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glBlendFunc(blendMap[rwStateCache.srcblend], blendMap[rwStateCache.destblend]);
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@ -85,9 +85,7 @@ matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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drawInst(header, inst);
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}
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static Frame *lastEnvFrame;
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@ -152,9 +150,7 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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rw::SetRenderState(VERTEXALPHA, 1);
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rw::SetRenderState(SRCBLEND, BLENDONE);
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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drawInst(header, inst);
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rw::SetRenderState(SRCBLEND, BLENDSRCALPHA);
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}
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@ -19,7 +19,58 @@
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namespace rw {
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namespace gl3 {
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#define MAX_LIGHTS 8
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#define MAX_LIGHTS
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void
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drawInst_simple(InstanceDataHeader *header, InstanceData *inst)
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{
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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}
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// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
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void
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drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst)
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{
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uint32 hasAlpha;
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int alphafunc, alpharef, gsalpharef;
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int zwrite;
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hasAlpha = getAlphaBlend();
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if(hasAlpha){
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zwrite = rw::GetRenderState(rw::ZWRITEENABLE);
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alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
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if(zwrite){
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alpharef = rw::GetRenderState(rw::ALPHATESTREF);
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gsalpharef = rw::GetRenderState(rw::GSALPHATESTREF);
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
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SetRenderState(rw::ALPHATESTREF, gsalpharef);
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drawInst_simple(header, inst);
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHALESS);
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SetRenderState(rw::ZWRITEENABLE, 0);
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drawInst_simple(header, inst);
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SetRenderState(rw::ZWRITEENABLE, 1);
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SetRenderState(rw::ALPHATESTFUNC, alphafunc);
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SetRenderState(rw::ALPHATESTREF, alpharef);
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}else{
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SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAALWAYS);
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drawInst_simple(header, inst);
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SetRenderState(rw::ALPHATESTFUNC, alphafunc);
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}
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}else
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drawInst_simple(header, inst);
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}
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void
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drawInst(InstanceDataHeader *header, InstanceData *inst)
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{
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if(rw::GetRenderState(rw::GSALPHATEST))
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drawInst_GSemu(header, inst);
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else
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drawInst_simple(header, inst);
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}
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void
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setAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
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@ -102,9 +153,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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drawInst(header, inst);
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inst++;
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}
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disableAttribPointers(header->attribDesc, header->numAttribs);
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@ -309,9 +309,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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flushCache();
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glDrawElements(header->primType, inst->numIndex,
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GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
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drawInst(header, inst);
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inst++;
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}
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disableAttribPointers(header->attribDesc, header->numAttribs);
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@ -171,10 +171,11 @@ int32 setLights(WorldLights *lightData);
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// per Mesh
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void setTexture(int32 n, Texture *tex);
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void setAlphaBlend(bool32 enable);
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bool32 getAlphaBlend(void);
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uint32 bindTexture(uint32 texid);
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void flushCache(void);
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#endif
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@ -194,6 +195,13 @@ void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
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void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
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int32 lightingCB(Atomic *atomic);
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void drawInst_simple(InstanceDataHeader *header, InstanceData *inst);
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// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer
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void drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst);
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// This one switches between the above two depending on render state;
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void drawInst(InstanceDataHeader *header, InstanceData *inst);
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void *destroyNativeData(void *object, int32, int32);
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ObjPipeline *makeDefaultPipeline(void);
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