Fix alignments
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f0a3465486
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a9f3e3a744
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@ -100,7 +100,7 @@ GL_FORCE_INLINE void _glSubmitHeaderOrVertex(const Vertex* v) {
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d += 8;
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}
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static struct {
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static struct __attribute__((aligned(32))) {
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Vertex* v;
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int visible;
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} triangle[3];
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@ -182,6 +182,8 @@ GL_FORCE_INLINE void ShiftRotateTriangle() {
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#define SPAN_SORT_CFG 0x005F8030
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void SceneListSubmit(void* src, int n) {
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Vertex __attribute__((aligned(32))) tmp;
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/* Do everything, everywhere, all at once */
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PVR_SET(SPAN_SORT_CFG, 0x0);
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@ -251,7 +251,7 @@ typedef struct {
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* when a realloc could invalidate pointers. This structure holds all the information
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* we need on the target vertex array to allow passing around to the various stages (e.g. generate/clip etc.)
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*/
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typedef struct {
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typedef struct __attribute__((aligned(32))) {
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PolyList* output;
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uint32_t header_offset; // The offset of the header in the output list
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uint32_t start_offset; // The offset into the output list
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@ -25,10 +25,10 @@ static inline void* memalign(size_t alignment, size_t size) {
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#endif
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typedef struct {
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unsigned int size;
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unsigned int capacity;
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unsigned char* data;
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unsigned int element_size;
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uint8_t* __attribute__((aligned(32))) data;
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uint32_t size;
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uint32_t capacity;
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uint32_t element_size;
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} AlignedVector;
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#define ALIGNED_VECTOR_CHUNK_SIZE 256u
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