Call TransformVertex directly instead of using TransformVertices
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3b2e549934
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@ -615,9 +615,13 @@ static void transform(SubmissionTarget* target) {
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TRACE();
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/* Perform modelview transform, storing W */
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Vertex* vertex = _glSubmissionTargetStart(target);
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Vertex* it = _glSubmissionTargetStart(target);
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int count = target->count;
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TransformVertices(vertex, target->count);
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for(int i = 0; i < count; ++i, ++it) {
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TransformVertex(it->xyz[0], it->xyz[1], it->xyz[2], it->w,
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it->xyz, &it->w);
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}
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}
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static void mat_transform_normal3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
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@ -124,28 +124,6 @@ GL_FORCE_INLINE void TransformVertex(float x, float y, float z, float w, float*
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*ow = __w;
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}
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static inline void TransformVertices(Vertex* vertices, const int count) {
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Vertex* it = vertices;
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for(int i = 0; i < count; ++i, ++it) {
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register float __x __asm__("fr12") = (it->xyz[0]);
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register float __y __asm__("fr13") = (it->xyz[1]);
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register float __z __asm__("fr14") = (it->xyz[2]);
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register float __w __asm__("fr15") = (it->w);
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__asm__ __volatile__(
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"fldi1 fr15\n"
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"ftrv xmtrx,fv12\n"
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: "=f" (__x), "=f" (__y), "=f" (__z), "=f" (__w)
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: "0" (__x), "1" (__y), "2" (__z), "3" (__w)
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);
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it->xyz[0] = __x;
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it->xyz[1] = __y;
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it->xyz[2] = __z;
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it->w = __w;
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}
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}
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void InitGPU(_Bool autosort, _Bool fsaa);
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static inline size_t GPUMemoryAvailable() {
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@ -619,34 +619,17 @@ void TransformVec4(float* v) {
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FASTCPY(v, ret, sizeof(float) * 4);
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}
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void TransformVertices(Vertex* vertices, const int count) {
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float ret[4];
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for(int i = 0; i < count; ++i, ++vertices) {
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ret[0] = vertices->xyz[0];
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ret[1] = vertices->xyz[1];
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ret[2] = vertices->xyz[2];
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ret[3] = 1.0f;
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TransformVec4(ret);
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vertices->xyz[0] = ret[0];
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vertices->xyz[1] = ret[1];
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vertices->xyz[2] = ret[2];
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vertices->w = ret[3];
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}
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}
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void TransformVertex(float x, float y, float z, float w, float* oxyz, float* ow) {
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float ret[4];
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ret[0] = x;
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ret[1] = y;
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ret[2] = z;
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ret[3] = w;
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float vec[4], ret[4];
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vec[0] = x;
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vec[1] = y;
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vec[2] = z;
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vec[3] = w;
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TransformVec4(ret);
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TransformVec4NoMod(vec, ret);
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oxyz[0] = ret[0];
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oxyz[1] = ret[1];
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oxyz[2] = ret[2];
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*ow = ret[3];
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*ow = ret[3];
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}
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@ -52,7 +52,6 @@ static inline void TransformNormalNoMod(const float* xIn, float* xOut) {
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(void) xOut;
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}
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void TransformVertices(Vertex* vertices, const int count);
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void TransformVertex(float x, float y, float z, float w, float* oxyz, float* ow);
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void InitGPU(_Bool autosort, _Bool fsaa);
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