| Age | Commit message (Collapse) | Author |
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This reduces some dumb state shuffling when calling the emitted vertex loaders.
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They just blow up the code.
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They are used to remove the flush amounts, but as we don't
flush anymore on vertex loader changes (only on native
vertex format right now), this optimization is now unneeded.
This will allow us to hard code the frac factors within the
vertex loaders.
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~35-45% faster NFS:HP2, possibly other vertex-bound games.
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included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.
(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import. Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up. The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH. Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
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globals.
The next commit will add a separate copy of the struct and the ability
for LoadCPReg to work on it.
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This is required to make packing consistent between compilers: with u32, MSVC
would not allocate a bitfield that spans two u32s (it would leave a "hole").
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Removes the duplicate swxfregs global variable/struct from the software
backend in favor of the ones from VideoCommon.
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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ie. uses spaces for alignment.
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