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								// Copyright 2013 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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								#include "Common/ChunkFile.h"
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								#include "VideoBackends/Software/Vec3.h"
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								#ifdef WIN32
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								#define LOADERDECL __cdecl
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								#else
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								#define LOADERDECL
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								#endif
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								typedef void (LOADERDECL *TPipelineFunction)();
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								struct Vec4
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								{
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									float x;
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									float y;
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									float z;
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									float w;
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								};
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								struct InputVertexData
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								{
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									u8 posMtx;
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									u8 texMtx[8];
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									Vec3 position;
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									Vec3 normal[3];
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									u8 color[2][4];
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									float texCoords[8][2];
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								};
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								struct OutputVertexData
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								{
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									// components in color channels
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									enum
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									{
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										RED_C,
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										GRN_C,
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										BLU_C,
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										ALP_C
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									};
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									Vec3 mvPosition;
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									Vec4 projectedPosition;
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									Vec3 screenPosition;
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									Vec3 normal[3];
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									u8 color[2][4];
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									Vec3 texCoords[8];
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									void Lerp(float t, OutputVertexData *a, OutputVertexData *b)
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									{
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										#define LINTERP(T, OUT, IN) (OUT) + ((IN - OUT) * T)
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										#define LINTERP_INT(T, OUT, IN) (OUT) + (((IN - OUT) * T) >> 8)
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										mvPosition = LINTERP(t, a->mvPosition, b->mvPosition);
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										projectedPosition.x = LINTERP(t, a->projectedPosition.x, b->projectedPosition.x);
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										projectedPosition.y = LINTERP(t, a->projectedPosition.y, b->projectedPosition.y);
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										projectedPosition.z = LINTERP(t, a->projectedPosition.z, b->projectedPosition.z);
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										projectedPosition.w = LINTERP(t, a->projectedPosition.w, b->projectedPosition.w);
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										for (int i = 0; i < 3; ++i)
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										{
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											normal[i] = LINTERP(t, a->normal[i], b->normal[i]);
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										}
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										u16 t_int = (u16)(t * 256);
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										for (int i = 0; i < 4; ++i)
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										{
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											color[0][i] = LINTERP_INT(t_int, a->color[0][i], b->color[0][i]);
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											color[1][i] = LINTERP_INT(t_int, a->color[1][i], b->color[1][i]);
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										}
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										for (int i = 0; i < 8; ++i)
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										{
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											texCoords[i] = LINTERP(t, a->texCoords[i], b->texCoords[i]);
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										}
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										#undef LINTERP
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										#undef LINTERP_INT
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									}
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									void DoState(PointerWrap &p)
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									{
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										mvPosition.DoState(p);
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										p.Do(projectedPosition);
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										screenPosition.DoState(p);
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										for (auto& vec : normal)
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											vec.DoState(p);
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										p.DoArray(color, sizeof color);
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										for (auto& vec : texCoords)
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											vec.DoState(p);
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									}
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								};
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