void RunVertices(int count, int expected_count = -1) { if (expected_count == -1) expected_count = count; ResetPointers(); int actual_count = m_loader->RunVertices(m_src, m_dst, count); EXPECT_EQ(actual_count, expected_count); }
void SetUp() override { memset(&input_memory[0], 0, sizeof (input_memory)); memset(&output_memory[0], 0, sizeof (input_memory)); memset(&m_vtx_desc, 0, sizeof (m_vtx_desc)); memset(&m_vtx_attr, 0, sizeof (m_vtx_attr)); ResetPointers(); }
void SetUp() override { memset(input_memory, 0, sizeof(input_memory)); memset(output_memory, 0xFF, sizeof(input_memory)); memset(&m_vtx_desc, 0, sizeof(m_vtx_desc)); memset(&m_vtx_attr, 0, sizeof(m_vtx_attr)); m_loader = nullptr; ResetPointers(); }
void GIDList::clean(void) { IDNode *node = GetHead(), *next_node; while(node) { decc(); next_node = node->GetNext(); if(cleanup() == ListBase::active) delete node; node = next_node; } ResetPointers(); }
TEST_F(VertexLoaderTest, PositionDirectU16XYSpeed) { m_vtx_desc.Position = 1; // Direct m_vtx_attr.g0.PosElements = 0; // XY m_vtx_attr.g0.PosFormat = 2; // U16 VertexLoaderBase* loader = VertexLoaderBase::CreateVertexLoader(m_vtx_desc, m_vtx_attr); ASSERT_EQ(3 * sizeof (float), (u32)loader->m_native_vtx_decl.stride); ASSERT_EQ(2 * sizeof (u16), (u32)loader->m_VertexSize); for (int i = 0; i < 1000; ++i) { ResetPointers(); int count = loader->RunVertices(7, 100000, src, dst); src.Skip(100000 * loader->m_VertexSize); dst.Skip(count * loader->m_native_vtx_decl.stride); } delete loader; }
TEST_F(VertexLoaderTest, LargeFloatVertexSpeed) { // Enables most attributes in floating point direct mode to test speed. m_vtx_desc.PosMatIdx = 1; m_vtx_desc.Tex0MatIdx = 1; m_vtx_desc.Tex1MatIdx = 1; m_vtx_desc.Tex2MatIdx = 1; m_vtx_desc.Tex3MatIdx = 1; m_vtx_desc.Tex4MatIdx = 1; m_vtx_desc.Tex5MatIdx = 1; m_vtx_desc.Tex6MatIdx = 1; m_vtx_desc.Tex7MatIdx = 1; m_vtx_desc.Position = 1; m_vtx_desc.Normal = 1; m_vtx_desc.Color0 = 1; m_vtx_desc.Color1 = 1; m_vtx_desc.Tex0Coord = 1; m_vtx_desc.Tex1Coord = 1; m_vtx_desc.Tex2Coord = 1; m_vtx_desc.Tex3Coord = 1; m_vtx_desc.Tex4Coord = 1; m_vtx_desc.Tex5Coord = 1; m_vtx_desc.Tex6Coord = 1; m_vtx_desc.Tex7Coord = 1; m_vtx_attr.g0.PosElements = 1; // XYZ m_vtx_attr.g0.PosFormat = 4; // Float m_vtx_attr.g0.NormalElements = 1; // NBT m_vtx_attr.g0.NormalFormat = 4; // Float m_vtx_attr.g0.Color0Elements = 1; // Has Alpha m_vtx_attr.g0.Color0Comp = 5; // RGBA8888 m_vtx_attr.g0.Color1Elements = 1; // Has Alpha m_vtx_attr.g0.Color1Comp = 5; // RGBA8888 m_vtx_attr.g0.Tex0CoordElements = 1; // ST m_vtx_attr.g0.Tex0CoordFormat = 4; // Float m_vtx_attr.g1.Tex1CoordElements = 1; // ST m_vtx_attr.g1.Tex1CoordFormat = 4; // Float m_vtx_attr.g1.Tex2CoordElements = 1; // ST m_vtx_attr.g1.Tex2CoordFormat = 4; // Float m_vtx_attr.g1.Tex3CoordElements = 1; // ST m_vtx_attr.g1.Tex3CoordFormat = 4; // Float m_vtx_attr.g1.Tex4CoordElements = 1; // ST m_vtx_attr.g1.Tex4CoordFormat = 4; // Float m_vtx_attr.g2.Tex5CoordElements = 1; // ST m_vtx_attr.g2.Tex5CoordFormat = 4; // Float m_vtx_attr.g2.Tex6CoordElements = 1; // ST m_vtx_attr.g2.Tex6CoordFormat = 4; // Float m_vtx_attr.g2.Tex7CoordElements = 1; // ST m_vtx_attr.g2.Tex7CoordFormat = 4; // Float VertexLoaderBase* loader = VertexLoaderBase::CreateVertexLoader(m_vtx_desc, m_vtx_attr); // This test is only done 100x in a row since it's ~20x slower using the // current vertex loader implementation. for (int i = 0; i < 100; ++i) { ResetPointers(); int count = loader->RunVertices(7, 100000, src, dst); src.Skip(100000 * loader->m_VertexSize); dst.Skip(count * loader->m_native_vtx_decl.stride); } delete loader; }