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@ -178,7 +178,7 @@ VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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m_numLoadedVertices = 0;
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m_VertexSize = 0;
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m_numPipelineStages = 0;
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m_NativeFmt = g_vertex_manager->CreateNativeVertexFormat();
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m_NativeFmt = 0;
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loop_counter = 0;
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VertexLoader_Normal::Init();
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VertexLoader_Position::Init();
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@ -251,9 +251,7 @@ void VertexLoader::CompileVertexTranslator()
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// Reset pipeline
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m_numPipelineStages = 0;
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// It's a bit ugly that we poke inside m_NativeFmt in this function. Planning to fix this.
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m_NativeFmt->m_components = 0;
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u32 components = 0;
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// Position in pc vertex format.
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int nat_offset = 0;
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@ -270,18 +268,18 @@ void VertexLoader::CompileVertexTranslator()
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if (m_VtxDesc.PosMatIdx)
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{
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WriteCall(PosMtx_ReadDirect_UByte);
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m_NativeFmt->m_components |= VB_HAS_POSMTXIDX;
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components |= VB_HAS_POSMTXIDX;
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m_VertexSize += 1;
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}
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if (m_VtxDesc.Tex0MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX0; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex1MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX1; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex2MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX2; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex3MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX3; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex4MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX4; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex5MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX5; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex6MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX6; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex0MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX0; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex1MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX1; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex2MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX2; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex3MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX3; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex4MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX4; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex5MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX5; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex6MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX6; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
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// Write vertex position loader
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if(g_ActiveConfig.bUseBBox)
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@ -333,10 +331,10 @@ void VertexLoader::CompileVertexTranslator()
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}
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int numNormals = (m_VtxAttr.NormalElements == 1) ? NRM_THREE : NRM_ONE;
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m_NativeFmt->m_components |= VB_HAS_NRM0;
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components |= VB_HAS_NRM0;
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if (numNormals == NRM_THREE)
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m_NativeFmt->m_components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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}
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vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
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@ -344,11 +342,11 @@ void VertexLoader::CompileVertexTranslator()
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vtx_decl.color_offset[1] = -1;
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for (int i = 0; i < 2; i++)
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{
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m_NativeFmt->m_components |= VB_HAS_COL0 << i;
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components |= VB_HAS_COL0 << i;
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switch (col[i])
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{
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case NOT_PRESENT:
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m_NativeFmt->m_components &= ~(VB_HAS_COL0 << i);
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components &= ~(VB_HAS_COL0 << i);
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vtx_decl.color_offset[i] = -1;
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break;
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case DIRECT:
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@ -407,7 +405,7 @@ void VertexLoader::CompileVertexTranslator()
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if (tc[i] == NOT_PRESENT)
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{
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m_NativeFmt->m_components &= ~(VB_HAS_UV0 << i);
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components &= ~(VB_HAS_UV0 << i);
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}
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else
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{
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@ -415,12 +413,12 @@ void VertexLoader::CompileVertexTranslator()
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_assert_msg_(VIDEO, FORMAT_UBYTE <= format && format <= FORMAT_FLOAT, "Invalid texture coordinates format!\n(format = %d)", format);
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_assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elements!\n(elements = %d)", elements);
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m_NativeFmt->m_components |= VB_HAS_UV0 << i;
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components |= VB_HAS_UV0 << i;
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WriteCall(VertexLoader_TextCoord::GetFunction(tc[i], format, elements));
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m_VertexSize += VertexLoader_TextCoord::GetSize(tc[i], format, elements);
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}
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if (m_NativeFmt->m_components & (VB_HAS_TEXMTXIDX0 << i))
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if (components & (VB_HAS_TEXMTXIDX0 << i))
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{
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if (tc[i] != NOT_PRESENT)
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{
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@ -433,7 +431,7 @@ void VertexLoader::CompileVertexTranslator()
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}
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else
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{
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m_NativeFmt->m_components |= VB_HAS_UV0 << i; // have to include since using now
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components |= VB_HAS_UV0 << i; // have to include since using now
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vtx_decl.texcoord_offset[i] = nat_offset;
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = 4;
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@ -465,7 +463,7 @@ void VertexLoader::CompileVertexTranslator()
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}
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}
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// tricky!
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if (j == 8 && !((m_NativeFmt->m_components & VB_HAS_TEXMTXIDXALL) & (VB_HAS_TEXMTXIDXALL << (i + 1))))
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if (j == 8 && !((components & VB_HAS_TEXMTXIDXALL) & (VB_HAS_TEXMTXIDXALL << (i + 1))))
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{
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// no more tex coords and tex matrices, so exit loop
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break;
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@ -500,6 +498,8 @@ void VertexLoader::CompileVertexTranslator()
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ABI_PopAllCalleeSavedRegsAndAdjustStack();
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RET();
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#endif
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m_NativeFmt = g_vertex_manager->CreateNativeVertexFormat();
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m_NativeFmt->m_components = components;
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m_NativeFmt->Initialize(vtx_decl);
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}
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@ -565,8 +565,6 @@ int VertexLoader::SetupRunVertices(int vtx_attr_group, int primitive, int const
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return 0;
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}
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m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
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// Load position and texcoord scale factors.
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m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
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m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
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