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synced 2025-07-23 06:09:50 -06:00
Move pipeline back into VertexLoader. Started work on VertexLoaderManager, which will cache VertexLoaders. (yep, the design plan changed a little bit).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@956 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -70,26 +70,20 @@ typedef void (LOADERDECL *TPipelineFunction)(const void *);
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// all the data loading code must always be made compatible.
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class NativeVertexFormat
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{
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u8* m_compiledCode;
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public:
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NativeVertexFormat();
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~NativeVertexFormat();
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void Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr);
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void RunPipelineOnce(const TVtxAttr &vtx_attr) const;
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void SetupVertexPointers() {
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// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
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// get around type checking errors, and call it.
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((void (*)())(void*)m_compiledCode)();
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}
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void SetupVertexPointers() const;
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// TODO: move these in under private:
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int m_VBVertexStride; // PC-side vertex stride
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int m_VBStridePad;
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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TPipelineFunction m_PipelineStages[32];
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int m_numPipelineStages;
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u8* m_compiledCode;
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};
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#endif // _NATIVEVERTEXFORMAT_H
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