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we were only using the jited function in the linear case, now drawelts
correctly uses the same path. it results in a significant gain in
real world apps (openarena went from 23fps to 29fps)
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our code resets pipe_vertex_buffer's with different offsets when rendering
vbo, meaning that we kept creating insane number of shaders even for simple
apps e.g. geartrain had 54 shaders and it was taking almost 27 seconds just to
compile them. this patch passes pipe_vertex_buffer's to the jit function and lets
it to the stride/buffer_offset computation at run time. the slowdown at runtime
is largely unnoticable but the we go from 54 shaders to 3, and from 27 seconds to less
than 1.
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we don't index within the outputs but only within the inputs
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the loop was doing a NE comparison which we could have skipped if the prim
was triangles (3 verts) and our step was 4 verts. also fix offsets in conversion
to aos.
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there's no good way of aligning the output's, and since the vertex_header
is variable sized in the first place we need to extract elements from a vector
and store them individually into an array. this gets the basic examples working
again
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the values passed are still not right, but the general scheme
is looking good.
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code generate big chunks of the vertex pipeline in order to speed up
software vertex processing.
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