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[spline/bezier]Add some variables in gpu state cache for hardware tessellation.
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@ -395,6 +395,7 @@ struct GPUgstate {
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bool isSkinningEnabled() const { return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE); }
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GEPatchPrimType getPatchPrimitiveType() const { return static_cast<GEPatchPrimType>(patchprimitive & 3); }
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bool isPatchNormalsReversed() const { return patchfacing & 1; }
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// Transfers
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u32 getTransferSrcAddress() const { return (transfersrc & 0xFFFFF0) | ((transfersrcw & 0xFF0000) << 8); }
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@ -502,6 +503,14 @@ struct GPUStateCache {
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UVScale uv;
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bool bezier;
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bool spline;
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int bezier_count_u;
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int spline_count_u;
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int spline_count_v;
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int spline_type_u;
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int spline_type_v;
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bool bgraTexture;
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bool needShaderTexClamp;
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bool allowShaderBlend;
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