52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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// Top vertex loaders
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// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/SmallVector.h"
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#include "VideoCommon/VertexLoaderBase.h"
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class VertexLoader;
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typedef void (*TPipelineFunction)(VertexLoader* loader);
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class VertexLoader : public VertexLoaderBase
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{
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public:
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VertexLoader(const TVtxDesc& vtx_desc, const VAT& vtx_attr);
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int RunVertices(const u8* src, u8* dst, int count) override;
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// They are used for the communication with the loader functions
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float m_posScale;
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float m_tcScale[8];
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int m_tcIndex;
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int m_colIndex;
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// Matrix components are first in GC format but later in PC format - we need to store it
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// temporarily
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// when decoding each vertex.
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u8 m_curtexmtx[8];
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int m_texmtxwrite;
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int m_texmtxread;
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bool m_vertexSkip;
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int m_skippedVertices;
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int m_remaining;
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private:
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// Pipeline.
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// 1 pos matrix + 8 texture matrices + 1 position + 1 normal or normal/binormal/tangent
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// + 2 colors + 8 texture coordinates or dummy texture coordinates + 8 texture matrices
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// merged into texture coordinates + 1 skip gives a maximum of 30
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// (Tested by VertexLoaderTest.LargeFloatVertexSpeed)
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Common::SmallVector<TPipelineFunction, 30> m_PipelineStages;
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void CompileVertexTranslator();
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void WriteCall(TPipelineFunction);
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};
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