and more boring moving and cleanup ...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1661 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-12-25 21:44:56 +00:00
commit 358333b94b
13 changed files with 75 additions and 75 deletions

View file

@ -31,10 +31,8 @@
#include "Statistics.h"
#include "VertexManager.h"
#include "VertexLoaderManager.h"
#include "VertexShaderManager.h"
#include "VertexManager.h"
#include "VertexLoader.h"
#include "BPStructs.h"
#include "BPMemory.h"
#include "DataReader.h"
#include "VertexLoader_Position.h"
@ -48,18 +46,18 @@
NativeVertexFormat *g_nativeVertexFmt;
//these don't need to be saved
#ifndef _WIN32
#undef inline
#define inline
#endif
// Direct
// ==============================================================================
// Matrix components are first in GC format but later in PC format - we need to store it temporarily
// when decoding each vertex.
static u8 s_curposmtx;
static u8 s_curtexmtx[8];
static int s_texmtxwrite = 0;
static int s_texmtxread = 0;
static int loop_counter;
// Vertex loaders read these. Although the scale ones should be baked into the shader.
@ -514,8 +512,6 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
VertexManager::EnableComponents(m_NativeFmt->m_components);
// Load position and texcoord scale factors.
// TODO - figure out if we should leave these independent, or compile them into
// the vertexloaders.
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
@ -528,10 +524,9 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
pVtxAttr = &m_VtxAttr;
posScale = shiftLookup[m_VtxAttr.PosFrac];
if (m_NativeFmt->m_components & VB_HAS_UVALL) {
if (m_NativeFmt->m_components & VB_HAS_UVALL)
for (int i = 0; i < 8; i++)
tcScale[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
}
for (int i = 0; i < 2; i++)
colElements[i] = m_VtxAttr.color[i].Elements;
@ -604,7 +599,6 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
if (count - v < remainingVerts)
remainingVerts = count - v;
// Clean tight loader loop. Todo - build the loop into the JIT code.
#ifdef USE_JIT
if (remainingVerts > 0) {
loop_counter = remainingVerts;