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https://github.com/ekeeke/Genesis-Plus-GX.git
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[Wii/Gamecube] optimized GX frame rendering using display list
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@ -355,6 +355,19 @@ static camera cam = {
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{0.0F, 0.0F, 0.0F}
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};
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/*** GX Display List ***/
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static u8 d_list[32] ATTRIBUTE_ALIGN(32) =
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{
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GX_QUADS | GX_VTXFMT0, /* textured quad rendering (Vertex Format 0) */
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0x00, 0x04, /* one quad = 4x vertex */
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0x03, 0x00, 0x00, 0x00, 0x00, /* top left corner */
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0x02, 0x00, 0x01, 0x00, 0x00, /* top right corner */
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0x01, 0x00, 0x01, 0x00, 0x01, /* bottom right corner */
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0x00, 0x00, 0x00, 0x00, 0x01, /* bottom left corner */
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0x00, 0x00, 0x00, 0x00, 0x00, /* padding */
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0x00, 0x00, 0x00, 0x00
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};
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/* VSYNC callback */
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static void vi_callback(u32 cnt)
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{
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@ -442,7 +455,7 @@ static void gxResetRendering(u8 type)
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/* uses array positionning, no alpha blending, no color channel (video emulation) */
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GX_SetBlendMode(GX_BM_NONE,GX_BL_SRCALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_S16, 0);
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GX_SetVtxDesc(GX_VA_POS, GX_INDEX8);
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GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
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GX_SetArray(GX_VA_POS, square, 3 * sizeof (s16));
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@ -1714,7 +1727,7 @@ int gx_video_Update(void)
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GX_InvalidateTexAll();
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/* render textured quad */
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draw_square();
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GX_CallDispList(d_list, 32);
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/* lightgun # 1 screen mark */
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if (crosshair[0])
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