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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								// Top vertex loaders
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								// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt
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								#include <algorithm>
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								#include <string>
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/CPMemory.h"
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								#include "VideoCommon/DataReader.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								#include "VideoCommon/VertexLoaderBase.h"
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								#include "VideoCommon/VertexLoaderUtils.h"
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								class VertexLoader;
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								typedef void (*TPipelineFunction)(VertexLoader* loader);
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								class VertexLoader : public VertexLoaderBase
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								{
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								public:
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									VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr);
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									int RunVertices(DataReader src, DataReader dst, int count) override;
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									std::string GetName() const override { return "OldLoader"; }
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									bool IsInitialized() override { return true; } // This vertex loader supports all formats
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									// They are used for the communication with the loader functions
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									float m_posScale;
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									float m_tcScale[8];
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									int m_tcIndex;
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									int m_colIndex;
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									// Matrix components are first in GC format but later in PC format - we need to store it temporarily
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									// when decoding each vertex.
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									u8 m_curtexmtx[8];
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									int m_texmtxwrite;
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									int m_texmtxread;
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									bool m_vertexSkip;
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									int m_skippedVertices;
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									int m_counter;
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								private:
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									// Pipeline.
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									TPipelineFunction m_PipelineStages[64];  // TODO - figure out real max. it's lower.
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									int m_numPipelineStages;
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									void CompileVertexTranslator();
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									void WriteCall(TPipelineFunction);
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								};
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