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Remove the option to use hardware skinning - software skinning is better.
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529df5e196
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22 files changed
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-243
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@@ -267,7 +267,7 @@ void DrawEngineGLES::DoFlush() {
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GEPrimitiveType prim = prevPrim_;
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VShaderID vsid;
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Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, &vsid);
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Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, true, &vsid);
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GLRBuffer *vertexBuffer = nullptr;
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GLRBuffer *indexBuffer = nullptr;
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@@ -278,8 +278,8 @@ void DrawEngineGLES::DoFlush() {
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int vertexCount = 0;
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bool useElements = true;
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if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
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// If software skinning, we've already predecoded into "decoded". So push that content.
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if (lastVType_ & GE_VTYPE_WEIGHT_MASK) {
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// Since we're software skinning, we've already predecoded into "decoded". So push that content.
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size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
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u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
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memcpy(dest, decoded, size);
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@@ -331,7 +331,6 @@ void DrawEngineGLES::DoFlush() {
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}
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} else {
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PROFILE_THIS_SCOPE("soft");
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decOptions_.applySkinInDecode = true;
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DecodeVerts(decoded);
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bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
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@@ -448,7 +447,6 @@ void DrawEngineGLES::DoFlush() {
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}
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gstate_c.Dirty(DIRTY_BLEND_STATE); // Make sure the color mask gets re-applied.
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}
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numDrawCalls += numDrawCalls;
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