221 lines
6.4 KiB
C++
221 lines
6.4 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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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_H
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#define _VERTEXLOADER_H
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/*
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Ideas for new intermediate vertex format
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Produce a mask specifying with components are present.
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Decoder always produces a canonical format for all components:
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Ubyte4 for matrix indices (x,y,z,w) and colors
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FloatN for all others, texcoords are always XY at this stage
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The decoders will write a continuous stream of vertices, to take maximum
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advantage of write combining hardware
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a map<mask, vdecl> will keep track of vertex declarations
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this time, we are going to minimize transfers to the gfx card
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it turns out that with PS2.0 we can easily do all the pipeline in hardware.
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The decision will be how granular to be with the number of shaders and lighting settin
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*/
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int ComputeVertexSize(u32 components);
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#include "CPStructs.h"
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#include "DecodedVArray.h"
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#include "DataReader.h"
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#define LOADERDECL __cdecl
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typedef void (LOADERDECL *TPipelineFunction)(const void*);
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class VertexLoader
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{
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public:
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enum
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{
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NRM_ZERO = 0,
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NRM_ONE = 1,
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NRM_THREE = 3
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};
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enum {
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VB_HAS_POSMTXIDX =(1<<1),
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VB_HAS_TEXMTXIDX0=(1<<2),
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VB_HAS_TEXMTXIDX1=(1<<3),
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VB_HAS_TEXMTXIDX2=(1<<4),
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VB_HAS_TEXMTXIDX3=(1<<5),
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VB_HAS_TEXMTXIDX4=(1<<6),
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VB_HAS_TEXMTXIDX5=(1<<7),
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VB_HAS_TEXMTXIDX6=(1<<8),
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VB_HAS_TEXMTXIDX7=(1<<9),
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VB_HAS_TEXMTXIDXALL=(0xff<<2),
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//VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NRM0=(1<<10),
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VB_HAS_NRM1=(1<<11),
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VB_HAS_NRM2=(1<<12),
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VB_HAS_NRMALL=(7<<10),
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VB_HAS_COL0=(1<<13),
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VB_HAS_COL1=(1<<14),
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VB_HAS_UV0=(1<<15),
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VB_HAS_UV1=(1<<16),
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VB_HAS_UV2=(1<<17),
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VB_HAS_UV3=(1<<18),
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VB_HAS_UV4=(1<<19),
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VB_HAS_UV5=(1<<20),
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VB_HAS_UV6=(1<<21),
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VB_HAS_UV7=(1<<22),
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VB_HAS_UVALL=(0xff<<15),
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VB_HAS_UVTEXMTXSHIFT=13,
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};
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private:
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TPipelineFunction m_PipelineStates[32];
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int m_numPipelineStates;
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int m_VertexSize;
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int m_counter;
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u8 m_compiledCode[1024];
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u32 m_components;
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UVAT_group0 m_group0;
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UVAT_group1 m_group1;
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UVAT_group2 m_group2;
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bool m_AttrDirty;
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TVtxAttr m_VtxAttr; //Decoded into easy format
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//common for all loaders
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static TVtxDesc m_VtxDesc;
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static bool m_DescDirty;
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// seup the pipeline with this vertex fmt
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void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
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void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
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public:
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// constructor
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VertexLoader();
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~VertexLoader();
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// run the pipeline
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static void SetVArray(DecodedVArray *_varray);
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void Setup();
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void Compile();
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void PrepareRun();
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void RunVertices(int count);
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void WriteCall(TPipelineFunction func);
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int GetVertexSize(){return m_VertexSize;}
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//VtxDesc - global
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static void SetVtxDesc_Lo(u32 _iValue)
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{
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u64 old = m_VtxDesc.Hex;
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m_VtxDesc.Hex &= ~0x1FFFF; // keep the Upper bits
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m_VtxDesc.Hex |= _iValue;
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if (m_VtxDesc.Hex != old)
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m_DescDirty = true;
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};
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static void SetVtxDesc_Hi(u32 _iValue)
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{
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u64 old = m_VtxDesc.Hex;
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m_VtxDesc.Hex &= 0x1FFFF; // keep the lower 17Bits
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m_VtxDesc.Hex |= (u64)_iValue << 17;
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if (m_VtxDesc.Hex != old)
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m_DescDirty = true;
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};
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static TVtxDesc &GetVtxDesc() {return m_VtxDesc;}
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void SetVAT_group0(u32 _group0)
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{
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if (m_group0.Hex == _group0)
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return;
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m_AttrDirty = true;
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m_group0.Hex = _group0;
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m_VtxAttr.PosElements = m_group0.PosElements;
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m_VtxAttr.PosFormat = m_group0.PosFormat;
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m_VtxAttr.PosFrac = m_group0.PosFrac;
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m_VtxAttr.NormalElements = m_group0.NormalElements;
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m_VtxAttr.NormalFormat = m_group0.NormalFormat;
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m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
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m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
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m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
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m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
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m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
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m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
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m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
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m_VtxAttr.ByteDequant = m_group0.ByteDequant;
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m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
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};
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void SetVAT_group1(u32 _group1)
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{
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if (m_group1.Hex == _group1)
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return;
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m_AttrDirty = true;
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m_group1.Hex = _group1;
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m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
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m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
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m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
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m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
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m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
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m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
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m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
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m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
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m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
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m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
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m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
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};
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void SetVAT_group2(u32 _group2)
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{
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if (m_group2.Hex == _group2)
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return;
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m_AttrDirty = true;
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m_group2.Hex = _group2;
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m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
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m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
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m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
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m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
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m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
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m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
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m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
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m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
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m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
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m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
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};
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};
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extern VertexLoader g_VertexLoaders[8];
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extern DecodedVArray* varray;
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#endif |