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@ -41,8 +41,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{m_GP0_command[buffer_pos++]};
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hw_vert.x = vp.x();
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hw_vert.y = vp.y();
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hw_vert.x = vp.x;
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hw_vert.y = vp.y;
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hw_vert.texpage = texpage;
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if (textured)
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@ -73,8 +73,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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const bool textured = rc.texture_enable;
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const u32 color = rc.color_for_first_vertex;
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const VertexPosition vp{m_GP0_command[buffer_pos++]};
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const s32 pos_left = vp.x();
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const s32 pos_top = vp.y();
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const s32 pos_left = vp.x;
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const s32 pos_top = vp.y;
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const auto [tex_left, tex_top] =
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HWVertex::DecodeTexcoord(rc.texture_enable ? Truncate16(m_GP0_command[buffer_pos++]) : 0);
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s32 rectangle_width;
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@ -128,7 +128,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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{
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const u32 color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{m_GP0_command[buffer_pos++]};
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m_batch.vertices.push_back(HWVertex{vp.x(), vp.y(), color});
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m_batch.vertices.push_back(HWVertex{vp.x.GetValue(), vp.y.GetValue(), color});
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}
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}
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break;
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