dolphin/Source/Core/VideoCommon/VertexLoader.h
Ryan Houdek 15e41c67f8 Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
2015-02-13 12:16:06 -06:00

62 lines
1.5 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
// Top vertex loaders
// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt
#include <algorithm>
#include <string>
#include "Common/CommonTypes.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/DataReader.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderBase.h"
#include "VideoCommon/VertexLoaderUtils.h"
#ifdef WIN32
#define LOADERDECL __cdecl
#else
#define LOADERDECL
#endif
class VertexLoader;
typedef void (LOADERDECL *TPipelineFunction)(VertexLoader* loader);
class VertexLoader : public VertexLoaderBase
{
public:
VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr);
int RunVertices(DataReader src, DataReader dst, int count, int primitive) override;
std::string GetName() const override { return "OldLoader"; }
bool IsInitialized() override { return true; } // This vertex loader supports all formats
// They are used for the communication with the loader functions
float m_posScale;
float m_tcScale[8];
int m_tcIndex;
int m_colIndex;
// Matrix components are first in GC format but later in PC format - we need to store it temporarily
// when decoding each vertex.
u8 m_curtexmtx[8];
int m_texmtxwrite;
int m_texmtxread;
bool m_vertexSkip;
int m_skippedVertices;
private:
// Pipeline.
TPipelineFunction m_PipelineStages[64]; // TODO - figure out real max. it's lower.
int m_numPipelineStages;
void CompileVertexTranslator();
void WriteCall(TPipelineFunction);
};