// Copyright 2008 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 #include #include "Common/CommonTypes.h" #include "VideoCommon/CPMemory.h" #include "VideoCommon/DataReader.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexLoaderBase.h" #include "VideoCommon/VertexLoaderUtils.h" 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; 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; int m_counter; private: // Pipeline. TPipelineFunction m_PipelineStages[64]; // TODO - figure out real max. it's lower. int m_numPipelineStages; void CompileVertexTranslator(); void WriteCall(TPipelineFunction); };