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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
This commit is contained in:
@ -23,9 +23,6 @@
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#include "NativeVertexFormat.h"
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// There are 8 of these. Most games only use the first, and just reconfigure it all the time
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// as needed, unfortunately.
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// TODO - clarify the role of this class. It seems to have taken on some irrelevant stuff.
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class VertexLoader
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{
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public:
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@ -44,19 +41,20 @@ private:
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AD_VAT_DIRTY = 2,
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} m_AttrDirty;
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// Flipper vertex format =============
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int m_VertexSize; // number of bytes of a raw GC vertex
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// Flipper vertex format
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// Raw VAttr
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UVAT_group0 m_group0;
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UVAT_group1 m_group1;
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UVAT_group2 m_group2;
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TVtxAttr m_VtxAttr; // Decoded into easy format
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// Common for all loaders (? then why is it here?)
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// Vtx desc
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TVtxDesc m_VtxDesc;
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// PC vertex format, + converter ======
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// PC vertex format, + converter
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NativeVertexFormat m_NativeFmt;
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// Pipeline. To be JIT compiled in the future.
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@ -73,7 +71,7 @@ public:
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~VertexLoader();
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// run the pipeline
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void PrepareForVertexFormat();
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void CompileVertexTranslator();
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void RunVertices(int primitive, int count);
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void WriteCall(TPipelineFunction);
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@ -82,70 +80,9 @@ public:
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int ComputeVertexSize();
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void SetVAT_group0(u32 _group0)
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{
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// ignore frac bits - we don't need to recompute if all that's changed was the frac bits.
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if ((m_group0.Hex & ~VAT_0_FRACBITS) != (_group0 & ~VAT_0_FRACBITS)) {
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m_AttrDirty = AD_VAT_DIRTY;
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}
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m_group0.Hex = _group0;
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m_VtxAttr.PosElements = m_group0.PosElements;
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m_VtxAttr.PosFormat = m_group0.PosFormat;
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m_VtxAttr.PosFrac = m_group0.PosFrac;
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m_VtxAttr.NormalElements = m_group0.NormalElements;
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m_VtxAttr.NormalFormat = m_group0.NormalFormat;
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m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
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m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
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m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
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m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
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m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
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m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
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m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
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m_VtxAttr.ByteDequant = m_group0.ByteDequant;
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m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
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};
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void SetVAT_group1(u32 _group1)
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{
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if ((m_group1.Hex & ~VAT_1_FRACBITS) != (_group1 & ~VAT_1_FRACBITS)) {
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m_AttrDirty = AD_VAT_DIRTY;
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}
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m_group1.Hex = _group1;
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m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
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m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
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m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
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m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
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m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
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m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
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m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
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m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
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m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
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m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
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m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
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};
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void SetVAT_group2(u32 _group2)
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{
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if ((m_group2.Hex & ~VAT_2_FRACBITS) != (_group2 & ~VAT_2_FRACBITS)) {
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m_AttrDirty = AD_VAT_DIRTY;
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}
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m_group2.Hex = _group2;
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m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
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m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
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m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
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m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
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m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
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m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
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m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
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m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
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m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
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m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
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};
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void SetVAT_group0(u32 _group0);
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void SetVAT_group1(u32 _group1);
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void SetVAT_group2(u32 _group2);
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};
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extern VertexLoader g_VertexLoaders[8];
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#endif
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