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https://github.com/dolphin-emu/dolphin.git
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Move moving things around and preparing for the next step (cached vertexloaders).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@957 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -24,3 +24,6 @@ u32 arraybases[16];
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u32 arraystrides[16];
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TMatrixIndexA MatrixIndexA;
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TMatrixIndexB MatrixIndexB;
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TVtxDesc g_VtxDesc;
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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 g_VtxAttr[8];
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@ -248,4 +248,14 @@ extern u32 arraystrides[16];
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extern TMatrixIndexA MatrixIndexA;
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extern TMatrixIndexB MatrixIndexB;
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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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extern TVtxDesc g_VtxDesc;
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extern VAT g_VtxAttr[8];
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#endif
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@ -55,17 +55,12 @@ enum {
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VB_HAS_UVTEXMTXSHIFT=13,
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};
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#define LOADERDECL __cdecl
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typedef void (LOADERDECL *TPipelineFunction)(const void *);
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// This will soon be used in a cache of vertex formats, rather than used in-place.
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// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
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// is in the respective plugin, not here in VideoCommon.
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// This class will also be split into NativeVertexFormat and VertexFormatConverter.
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// VertexFormatConverters will be cached, indexed by TVtxDesc+TVtxAttr.
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// Note that this class can't just invent arbitrary vertex formats out of its input -
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// all the data loading code must always be made compatible.
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class NativeVertexFormat
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@ -84,6 +79,4 @@ public:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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};
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#endif // _NATIVEVERTEXFORMAT_H
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@ -32,6 +32,9 @@ static void DoState(PointerWrap &p) {
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p.DoArray(arraystrides, 16);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexB);
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p.Do(g_VtxDesc.Hex);
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p.DoArray(g_VtxAttr, 8);
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// XF Memory
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p.Do(xfregs);
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p.DoArray(xfmem, XFMEM_SIZE);
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