From ac608d8ae9567b4e61b55156f47a43435a3a8ef5 Mon Sep 17 00:00:00 2001 From: notaz Date: Tue, 17 Jan 2012 00:54:43 +0200 Subject: [PATCH] gpu-gles: schtruck/fpse merge: ClientState optimization avoids at least a function call overhead, yeah --- plugins/gpu-gles/gpuPrim.c | 228 +++++++++++++++++++++---------------- 1 file changed, 133 insertions(+), 95 deletions(-) diff --git a/plugins/gpu-gles/gpuPrim.c b/plugins/gpu-gles/gpuPrim.c index 5d17f2de..e9f4ca29 100644 --- a/plugins/gpu-gles/gpuPrim.c +++ b/plugins/gpu-gles/gpuPrim.c @@ -90,6 +90,19 @@ BOOL bUseFixes; long drawX,drawY,drawW,drawH; // offscreen drawing checkers short sxmin,sxmax,symin,symax; +unsigned int CSVERTEX=0,CSCOLOR=0,CSTEXTURE=0; + +void offsetPSX4(void) +{ + lx0 += PSXDisplay.DrawOffset.x; + ly0 += PSXDisplay.DrawOffset.y; + lx1 += PSXDisplay.DrawOffset.x; + ly1 += PSXDisplay.DrawOffset.y; + lx2 += PSXDisplay.DrawOffset.x; + ly2 += PSXDisplay.DrawOffset.y; + lx3 += PSXDisplay.DrawOffset.x; + ly3 += PSXDisplay.DrawOffset.y; +} //////////////////////////////////////////////////////////////////////// // Update global TP infos @@ -193,22 +206,23 @@ v[3].xyz.y = fpoint(vertex3->y); v[3].xyz.z = fpoint(vertex3->z); v[3].st.x = fpoint(vertex3->sow); v[3].st.y = fpoint(vertex3->tow); - -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=CSVERTEX=1; +CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -227,24 +241,25 @@ v[2].xyz.y = fpoint(vertex3->y); v[2].xyz.z = fpoint(vertex3->z); v[2].st.x = fpoint(vertex3->sow); v[2].st.y = fpoint(vertex3->tow); - -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSTEXTURE=CSVERTEX=1; +CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex2 v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -276,26 +291,25 @@ v[2].rgba.g = vertex3->c.col[1]; v[2].rgba.b = vertex3->c.col[2]; v[2].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSTEXTURE=CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -337,25 +351,24 @@ v[3].rgba.g = vertex3->c.col[1]; v[3].rgba.b = vertex3->c.col[2]; v[3].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) +void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vec3f v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -369,18 +382,24 @@ v[2].x = fpoint(vertex3->x); v[2].y = fpoint(vertex3->y); v[2].z = fpoint(vertex3->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSVERTEX=1; +CSTEXTURE=CSCOLOR=0; + } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vec3f v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -398,18 +417,23 @@ v[3].x = fpoint(vertex4->x); v[3].y = fpoint(vertex4->y); v[3].z = fpoint(vertex4->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSVERTEX=1; +CSTEXTURE=CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex2 v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -435,23 +459,25 @@ v[2].rgba.g = vertex3->c.col[1]; v[2].rgba.b = vertex3->c.col[2]; v[2].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSVERTEX=CSCOLOR=1; +CSTEXTURE=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -485,22 +511,24 @@ v[3].rgba.g = vertex4->c.col[1]; v[3].rgba.b = vertex4->c.col[2]; v[3].rgba.a = vertex4->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -534,24 +562,27 @@ v[3].rgba.g = vertex1->c.col[1]; v[3].rgba.b = vertex1->c.col[2]; v[3].rgba.a = vertex1->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); + +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -585,23 +616,25 @@ v[2].rgba.g = vertex4->c.col[1]; v[2].rgba.b = vertex4->c.col[2]; v[2].rgba.a = vertex4->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vec3f v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -619,10 +652,15 @@ v[3].x = fpoint(vertex3->x); v[3].y = fpoint(vertex3->y); v[3].z = fpoint(vertex3->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=1; +CSCOLOR=0; } //////////////////////////////////////////////////////////////////////// @@ -815,7 +853,7 @@ void SetSemiTransMulti(int Pass) // Set several rendering stuff including blending //////////////////////////////////////////////////////////////////////// -__inline void SetZMask3O(void) +void SetZMask3O(void) { if(iUseMask && DrawSemiTrans && !iSetMask) { @@ -824,7 +862,7 @@ __inline void SetZMask3O(void) } } -__inline void SetZMask3(void) +void SetZMask3(void) { if(iUseMask) { @@ -838,7 +876,7 @@ __inline void SetZMask3(void) } } -__inline void SetZMask3NT(void) +void SetZMask3NT(void) { if(iUseMask) { @@ -854,7 +892,7 @@ __inline void SetZMask3NT(void) //////////////////////////////////////////////////////////////////////// -__inline void SetZMask4O(void) + void SetZMask4O(void) { if(iUseMask && DrawSemiTrans && !iSetMask) { @@ -863,7 +901,7 @@ __inline void SetZMask4O(void) } } -__inline void SetZMask4(void) + void SetZMask4(void) { if(iUseMask) { @@ -877,7 +915,7 @@ __inline void SetZMask4(void) } } -__inline void SetZMask4NT(void) + void SetZMask4NT(void) { if(iUseMask) { @@ -891,7 +929,7 @@ __inline void SetZMask4NT(void) } } -__inline void SetZMask4SP(void) + void SetZMask4SP(void) { if(iUseMask) { @@ -912,7 +950,7 @@ __inline void SetZMask4SP(void) //////////////////////////////////////////////////////////////////////// -__inline void SetRenderState(unsigned long DrawAttributes) + void SetRenderState(unsigned long DrawAttributes) { bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE; DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE; @@ -920,7 +958,7 @@ __inline void SetRenderState(unsigned long DrawAttributes) //////////////////////////////////////////////////////////////////////// -__inline void SetRenderColor(unsigned long DrawAttributes) + void SetRenderColor(unsigned long DrawAttributes) { if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;} else -- 2.39.5