Disabling some more cache checks.
This commit is contained in:
+45
-45
@@ -263,39 +263,39 @@ setGlRenderState(uint32 state, uint32 value)
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void
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flushGlRenderState(void)
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{
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if(oldGlState.blendEnable != curGlState.blendEnable){
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//if(oldGlState.blendEnable != curGlState.blendEnable){
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oldGlState.blendEnable = curGlState.blendEnable;
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(oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND);
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}
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//}
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if(oldGlState.srcblend != curGlState.srcblend ||
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oldGlState.destblend != curGlState.destblend){
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//if(oldGlState.srcblend != curGlState.srcblend ||
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// oldGlState.destblend != curGlState.destblend){
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oldGlState.srcblend = curGlState.srcblend;
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oldGlState.destblend = curGlState.destblend;
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glBlendFunc(oldGlState.srcblend, oldGlState.destblend);
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}
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//}
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if(oldGlState.depthTest != curGlState.depthTest){
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//if(oldGlState.depthTest != curGlState.depthTest){
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oldGlState.depthTest = curGlState.depthTest;
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(oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST);
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}
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if(oldGlState.depthFunc != curGlState.depthFunc){
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//}
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//if(oldGlState.depthFunc != curGlState.depthFunc){
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oldGlState.depthFunc = curGlState.depthFunc;
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glDepthFunc(oldGlState.depthFunc);
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}
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if(oldGlState.depthMask != curGlState.depthMask){
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//}
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//if(oldGlState.depthMask != curGlState.depthMask){
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oldGlState.depthMask = curGlState.depthMask;
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glDepthMask(oldGlState.depthMask);
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}
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//}
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if(oldGlState.cullEnable != curGlState.cullEnable){
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//if(oldGlState.cullEnable != curGlState.cullEnable){
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oldGlState.cullEnable = curGlState.cullEnable;
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(oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
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}
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if(oldGlState.cullFace != curGlState.cullFace){
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//}
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//if(oldGlState.cullFace != curGlState.cullFace){
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oldGlState.cullFace = curGlState.cullFace;
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glCullFace(oldGlState.cullFace);
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}
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//}
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}
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@@ -872,18 +872,18 @@ Shader *lastShaderUploaded;
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void
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setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops)
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{
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bool force = lastShaderUploaded != currentShader;
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if(force || !equal(shaderState.matColor, color)){
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//bool force = lastShaderUploaded != currentShader;
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//if(force || !equal(shaderState.matColor, color)){
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rw::RGBAf col;
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convColor(&col, &color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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shaderState.matColor = color;
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}
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//}
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if(force ||
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shaderState.surfProps.ambient != surfaceprops.ambient ||
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shaderState.surfProps.specular != surfaceprops.specular ||
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shaderState.surfProps.diffuse != surfaceprops.diffuse){
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//if(force ||
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// shaderState.surfProps.ambient != surfaceprops.ambient ||
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// shaderState.surfProps.specular != surfaceprops.specular ||
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// shaderState.surfProps.diffuse != surfaceprops.diffuse){
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float surfProps[4];
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surfProps[0] = surfaceprops.ambient;
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surfProps[1] = surfaceprops.specular;
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@@ -891,7 +891,7 @@ setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops)
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surfProps[3] = 0.0f;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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shaderState.surfProps = surfaceprops;
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}
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//}
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}
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void
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@@ -921,7 +921,7 @@ flushCache(void)
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glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
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glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
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glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams);
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glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
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//glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
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glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection);
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glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor);
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// objectDirty = 0;
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@@ -961,14 +961,14 @@ flushCache(void)
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uniformState.fogDisable
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};
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glUniform4fv(U(u_fogData), 1, fogData);
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uniformStateDirty[RWGL_FOG] = false;
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uniformStateDirty[RWGL_FOGSTART] = false;
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uniformStateDirty[RWGL_FOGEND] = false;
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// uniformStateDirty[RWGL_FOG] = false;
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// uniformStateDirty[RWGL_FOGSTART] = false;
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// uniformStateDirty[RWGL_FOGEND] = false;
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//}
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//if(uniformStateDirty[RWGL_FOGCOLOR]){
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glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
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uniformStateDirty[RWGL_FOGCOLOR] = false;
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// uniformStateDirty[RWGL_FOGCOLOR] = false;
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//}
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}
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@@ -1323,7 +1323,23 @@ openGLFW(EngineOpenParams *openparams)
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glGlobals.winHeight = openparams->height;
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glGlobals.winTitle = openparams->windowtitle;
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vglInitExtended(0x1400000, 960, 544, 0x100000, SCE_GXM_MULTISAMPLE_4X);
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gVertexBufferIm2DPtr = (float*)malloc(0x500000);
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gVertexBufferIm3DPtr = (float*)malloc(0x1800000);
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gIndicesIm2DPtr = (uint16_t*)malloc(0x600000);
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gIndicesIm3DPtr = (uint16_t*)malloc(0x1800000);
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gConstIndices = (uint16_t*)malloc(sizeof(uint16_t) * 0xFFFF);
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gVertexBufferIm2D = gVertexBufferIm2DPtr;
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gVertexBufferIm3D = gVertexBufferIm3DPtr;
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gIndicesIm2D = gIndicesIm2DPtr;
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gIndicesIm3D = gIndicesIm3DPtr;
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for (uint16_t i = 0; i < 0xFFFF; i++) {
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gConstIndices[i] = i;
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}
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vglInitExtended(0x10000, 960, 544, 0x100000, SCE_GXM_MULTISAMPLE_4X);
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vglUseVram(GL_TRUE);
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vglStartRendering();
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@@ -1410,22 +1426,6 @@ initOpenGL(void)
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0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
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resetRenderState();
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gVertexBufferIm2DPtr = (float*)malloc(0x500000);
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gVertexBufferIm3DPtr = (float*)malloc(0x1800000);
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gIndicesIm2DPtr = (uint16_t*)malloc(0x600000);
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gIndicesIm3DPtr = (uint16_t*)malloc(0x1800000);
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gConstIndices = (uint16_t*)malloc(sizeof(uint16_t) * 0xFFFF);
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gVertexBufferIm2D = gVertexBufferIm2DPtr;
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gVertexBufferIm3D = gVertexBufferIm3DPtr;
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gIndicesIm2D = gIndicesIm2DPtr;
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gIndicesIm3D = gIndicesIm3DPtr;
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for (uint16_t i = 0; i < 0xFFFF; i++) {
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gConstIndices[i] = i;
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}
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#ifdef RW_GLES2
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#include "gl2_shaders/default_vs_gl2.inc"
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