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Align Scan to be a multiple of four bytes
Some GPUs (e.g. r600) require the stride of vertex attributes to be a multiple of four bytes, add two bytes of padding to the Scan struct to meet this alignment requirement and reduce driver CPU overhead.
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@ -84,6 +84,11 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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Scan test_scan;
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Line test_line;
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// Some GPUs require alignment and will need to copy vertex data to a
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// shadow buffer otherwise
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static_assert(sizeof(Scan) % 4 == 0);
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static_assert(sizeof(Line) % 4 == 0);
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switch(type) {
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case ShaderType::Composition:
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for(int c = 0; c < 2; ++c) {
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@ -304,7 +304,11 @@ struct ScanTarget {
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/// For composite video, dictates the amplitude of the colour subcarrier as a proportion of
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/// the whole, as determined from the colour burst. Will be 0 if there was no colour burst.
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uint8_t composite_amplitude;
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union {
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uint8_t composite_amplitude;
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uint32_t padding;
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};
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};
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/// Requests a new scan to populate.
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