forked from dolphin-emu/dolphin
		
	BreakBeforeBraces: Allman apparently includes all styles, except for AfterUnion (which is false) when using clang-format -dump-config
		
			
				
	
	
		
			274 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			274 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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// Vertex array numbers
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enum
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{
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  ARRAY_POSITION = 0,
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  ARRAY_NORMAL = 1,
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  ARRAY_COLOR = 2,
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  ARRAY_COLOR2 = 3,
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  ARRAY_TEXCOORD0 = 4,
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};
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// Vertex components
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enum
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{
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  NOT_PRESENT = 0,
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  DIRECT = 1,
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  INDEX8 = 2,
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  INDEX16 = 3,
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  MASK_INDEXED = 2,
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};
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enum
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{
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  FORMAT_UBYTE = 0,  // 2 Cmp
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  FORMAT_BYTE = 1,   // 3 Cmp
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  FORMAT_USHORT = 2,
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  FORMAT_SHORT = 3,
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  FORMAT_FLOAT = 4,
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};
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enum
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{
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  FORMAT_16B_565 = 0,  // NA
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  FORMAT_24B_888 = 1,
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  FORMAT_32B_888x = 2,
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  FORMAT_16B_4444 = 3,
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  FORMAT_24B_6666 = 4,
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  FORMAT_32B_8888 = 5,
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};
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#pragma pack(4)
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union TVtxDesc
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{
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  u64 Hex;
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  struct
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  {
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    // 0: not present
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    // 1: present
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    u64 PosMatIdx : 1;
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    u64 Tex0MatIdx : 1;
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    u64 Tex1MatIdx : 1;
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    u64 Tex2MatIdx : 1;
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    u64 Tex3MatIdx : 1;
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    u64 Tex4MatIdx : 1;
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    u64 Tex5MatIdx : 1;
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    u64 Tex6MatIdx : 1;
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    u64 Tex7MatIdx : 1;
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    // 00: not present
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    // 01: direct
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    // 10: 8 bit index
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    // 11: 16 bit index
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    u64 Position : 2;
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    u64 Normal : 2;
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    u64 Color0 : 2;
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    u64 Color1 : 2;
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    u64 Tex0Coord : 2;
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    u64 Tex1Coord : 2;
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    u64 Tex2Coord : 2;
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    u64 Tex3Coord : 2;
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    u64 Tex4Coord : 2;
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    u64 Tex5Coord : 2;
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    u64 Tex6Coord : 2;
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    u64 Tex7Coord : 2;
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    u64 : 31;
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  };
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  struct
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  {
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    u32 Hex0, Hex1;
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  };
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  // Easily index into the Position..Tex7Coord fields.
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  u32 GetVertexArrayStatus(int idx) { return (Hex >> (9 + idx * 2)) & 0x3; }
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};
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union UVAT_group0
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{
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  u32 Hex;
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  struct
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  {
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    // 0:8
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    u32 PosElements : 1;
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    u32 PosFormat : 3;
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    u32 PosFrac : 5;
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    // 9:12
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    u32 NormalElements : 1;
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    u32 NormalFormat : 3;
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    // 13:16
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    u32 Color0Elements : 1;
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    u32 Color0Comp : 3;
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    // 17:20
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    u32 Color1Elements : 1;
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    u32 Color1Comp : 3;
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    // 21:29
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    u32 Tex0CoordElements : 1;
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    u32 Tex0CoordFormat : 3;
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    u32 Tex0Frac : 5;
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    // 30:31
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    u32 ByteDequant : 1;
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    u32 NormalIndex3 : 1;
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  };
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};
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union UVAT_group1
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{
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  u32 Hex;
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  struct
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  {
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    // 0:8
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    u32 Tex1CoordElements : 1;
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    u32 Tex1CoordFormat : 3;
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    u32 Tex1Frac : 5;
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    // 9:17
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    u32 Tex2CoordElements : 1;
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    u32 Tex2CoordFormat : 3;
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    u32 Tex2Frac : 5;
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    // 18:26
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    u32 Tex3CoordElements : 1;
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    u32 Tex3CoordFormat : 3;
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    u32 Tex3Frac : 5;
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    // 27:30
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    u32 Tex4CoordElements : 1;
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    u32 Tex4CoordFormat : 3;
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    //
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    u32 : 1;
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  };
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};
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union UVAT_group2
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{
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  u32 Hex;
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  struct
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  {
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    // 0:4
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    u32 Tex4Frac : 5;
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    // 5:13
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    u32 Tex5CoordElements : 1;
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    u32 Tex5CoordFormat : 3;
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    u32 Tex5Frac : 5;
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    // 14:22
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    u32 Tex6CoordElements : 1;
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    u32 Tex6CoordFormat : 3;
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    u32 Tex6Frac : 5;
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    // 23:31
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    u32 Tex7CoordElements : 1;
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    u32 Tex7CoordFormat : 3;
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    u32 Tex7Frac : 5;
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  };
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};
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struct ColorAttr
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{
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  u8 Elements;
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  u8 Comp;
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};
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struct TexAttr
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{
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  u8 Elements;
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  u8 Format;
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  u8 Frac;
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};
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struct TVtxAttr
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{
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  u8 PosElements;
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  u8 PosFormat;
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  u8 PosFrac;
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  u8 NormalElements;
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  u8 NormalFormat;
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  ColorAttr color[2];
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  TexAttr texCoord[8];
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  bool ByteDequant;
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  u8 NormalIndex3;
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};
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// Matrix indices
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union TMatrixIndexA
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{
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  struct
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  {
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    u32 PosNormalMtxIdx : 6;
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    u32 Tex0MtxIdx : 6;
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    u32 Tex1MtxIdx : 6;
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    u32 Tex2MtxIdx : 6;
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    u32 Tex3MtxIdx : 6;
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  };
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  struct
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  {
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    u32 Hex : 30;
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    u32 unused : 2;
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  };
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};
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union TMatrixIndexB
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{
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  struct
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  {
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    u32 Tex4MtxIdx : 6;
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    u32 Tex5MtxIdx : 6;
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    u32 Tex6MtxIdx : 6;
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    u32 Tex7MtxIdx : 6;
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  };
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  struct
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  {
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    u32 Hex : 24;
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    u32 unused : 8;
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  };
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};
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#pragma pack()
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struct VAT
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{
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  UVAT_group0 g0;
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  UVAT_group1 g1;
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  UVAT_group2 g2;
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};
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class VertexLoaderBase;
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// STATE_TO_SAVE
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struct CPState final
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{
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  u32 array_bases[16];
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  u32 array_strides[16];
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  TMatrixIndexA matrix_index_a;
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  TMatrixIndexB matrix_index_b;
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  TVtxDesc vtx_desc;
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  // Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
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  VAT vtx_attr[8];
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  // Attributes that actually belong to VertexLoaderManager:
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  BitSet32 attr_dirty;
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  bool bases_dirty;
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  VertexLoaderBase* vertex_loaders[8];
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  int last_id;
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};
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class PointerWrap;
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extern CPState g_main_cp_state;
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extern CPState g_preprocess_cp_state;
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// Might move this into its own file later.
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void LoadCPReg(u32 SubCmd, u32 Value, bool is_preprocess = false);
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// Fills memory with data from CP regs
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void FillCPMemoryArray(u32* memory);
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void DoCPState(PointerWrap& p);
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void CopyPreprocessCPStateFromMain();
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