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https://github.com/dolphin-emu/dolphin.git
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Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -18,29 +18,6 @@
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#ifndef _VERTEXLOADER_H
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#define _VERTEXLOADER_H
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/*
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Ideas for new intermediate vertex format
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Produce a mask specifying with components are present.
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Decoder always produces a canonical format for all components:
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Ubyte4 for matrix indices (x,y,z,w) and colors
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FloatN for all others, texcoords are always XY at this stage
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The decoders will write a continuous stream of vertices, to take maximum
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advantage of write combining hardware
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a map<mask, vdecl> will keep track of vertex declarations
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this time, we are going to minimize transfers to the gfx card
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it turns out that with PS2.0 we can easily do all the pipeline in hardware.
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The decision will be how granular to be with the number of shaders and lighting settin
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*/
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int ComputeVertexSize(u32 components);
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#include "CPStructs.h"
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@ -97,7 +74,6 @@ private:
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int m_numPipelineStates;
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int m_VertexSize;
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int m_counter;
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u8 m_compiledCode[1024];
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u32 m_components;
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@ -106,7 +82,6 @@ private:
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UVAT_group2 m_group2;
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bool m_AttrDirty;
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TVtxAttr m_VtxAttr; //Decoded into easy format
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//common for all loaders
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@ -124,7 +99,6 @@ public:
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// run the pipeline
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static void SetVArray(DecodedVArray *_varray);
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void Setup();
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void Compile();
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void PrepareRun();
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void RunVertices(int count);
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void WriteCall(TPipelineFunction func);
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