forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.5 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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// 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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