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Refactored VertexLoader::CompileVertexTranslator(). Now the vertex position loader is selected from a function table. I will apply the same kind of refactoring to texture coordinates loader. This is a pre-preparation to optimize texture coordinates loaders.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5139 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -15,9 +15,6 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef VERTEXLOADER_POSITION_H
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#define VERTEXLOADER_POSITION_H
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#include "Common.h"
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#include "VideoCommon.h"
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#include "VertexLoader.h"
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@ -191,4 +188,65 @@ void LOADERDECL Pos_ReadIndex16_UShort2() {Pos_ReadIndex_Short<u16, false>(DataR
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void LOADERDECL Pos_ReadIndex16_Short2() {Pos_ReadIndex_Short<s16, false>(DataReadU16());}
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void LOADERDECL Pos_ReadIndex16_Float2() {Pos_ReadIndex_Float<false> (DataReadU16());}
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#endif
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ReadPosision tableReadPosition[4][8][2] = {
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{
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{NULL, NULL,},
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{NULL, NULL,},
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{NULL, NULL,},
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{NULL, NULL,},
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{NULL, NULL,},
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},
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{
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{Pos_ReadDirect_UByte2, Pos_ReadDirect_UByte3,},
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{Pos_ReadDirect_Byte2, Pos_ReadDirect_Byte3,},
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{Pos_ReadDirect_UShort2, Pos_ReadDirect_UShort3,},
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{Pos_ReadDirect_Short2, Pos_ReadDirect_Short3,},
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{Pos_ReadDirect_Float2, Pos_ReadDirect_Float3,},
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},
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{
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{Pos_ReadIndex8_UByte2, Pos_ReadIndex8_UByte3,},
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{Pos_ReadIndex8_Byte2, Pos_ReadIndex8_Byte3,},
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{Pos_ReadIndex8_UShort2, Pos_ReadIndex8_UShort3,},
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{Pos_ReadIndex8_Short2, Pos_ReadIndex8_Short3,},
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{Pos_ReadIndex8_Float2, Pos_ReadIndex8_Float3,},
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},
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{
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{Pos_ReadIndex16_UByte2, Pos_ReadIndex16_UByte3,},
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{Pos_ReadIndex16_Byte2, Pos_ReadIndex16_Byte3,},
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{Pos_ReadIndex16_UShort2, Pos_ReadIndex16_UShort3,},
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{Pos_ReadIndex16_Short2, Pos_ReadIndex16_Short3,},
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{Pos_ReadIndex16_Float2, Pos_ReadIndex16_Float3,},
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},
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};
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int tableVertexSize[4][8][2] = {
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{
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{0, 0,},
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{0, 0,},
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{0, 0,},
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{0, 0,},
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{0, 0,},
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},
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{
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{2, 3,},
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{2, 3,},
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{4, 6,},
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{4, 6,},
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{8, 12,},
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},
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{
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{1, 1,},
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{1, 1,},
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{1, 1,},
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{1, 1,},
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{1, 1,},
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},
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{
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{2, 2,},
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{2, 2,},
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{2, 2,},
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{2, 2,},
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{2, 2,},
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},
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};
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