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
This commit is contained in:
hrydgard
2008-10-27 21:38:30 +00:00
parent d35fb4e2b0
commit 5129341a9c
33 changed files with 437 additions and 524 deletions

View File

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