dolphin/Source/Core/VideoCommon/VertexLoader.h
Pokechu22 39b2854b98 VertexLoader: Convert count register to remaining register
This more accurately represents what's going on, and also ends at 0 instead of 1, making some indexing operations easier.  This also changes it so that position_matrix_index_cache actually starts from index 0 instead of index 1.
2022-04-22 16:54:38 -07:00

49 lines
1.2 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
// Top vertex loaders
// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt
#include <string>
#include "Common/CommonTypes.h"
#include "VideoCommon/VertexLoaderBase.h"
class DataReader;
class VertexLoader;
typedef void (*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) override;
// 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;
int m_remaining;
private:
// Pipeline.
TPipelineFunction m_PipelineStages[64]; // TODO - figure out real max. it's lower.
int m_numPipelineStages;
void CompileVertexTranslator();
void WriteCall(TPipelineFunction);
};