forked from dolphin-emu/dolphin
		
	Also remedies places where the video backends and core rely on things being indirectly included.
		
			
				
	
	
		
			42 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
		
			1.0 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 <string>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/DataReader.h"
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class NativeVertexFormat;
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namespace VertexLoaderManager
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{
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	void Init();
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	void Shutdown();
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	void MarkAllDirty();
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	// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
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	int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bool skip_drawing, bool is_preprocess);
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	// For debugging
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	void AppendListToString(std::string *dest);
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	NativeVertexFormat* GetCurrentVertexFormat();
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	// Resolved pointers to array bases. Used by vertex loaders.
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	extern u8 *cached_arraybases[12];
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	void UpdateVertexArrayPointers();
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	// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
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	// These arrays are in reverse order.
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	extern float position_cache[3][4];
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	extern u32 position_matrix_index[3];
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	// VB_HAS_X. Bitmask telling what vertex components are present.
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	extern u32 g_current_components;
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}
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