Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-10-27 21:38:30 +00:00
parent d35fb4e2b0
commit 5129341a9c
33 changed files with 437 additions and 524 deletions

View file

@ -224,22 +224,22 @@ static void Decode()
static u32 pData[16];
for (int i = 0; i < dwTransferSize; i++)
pData[i] = DataReadU32();
VertexShaderMngr::LoadXFReg(dwTransferSize, dwAddress, pData);
LoadXFReg(dwTransferSize, dwAddress, pData);
INCSTAT(stats.thisFrame.numXFLoads);
}
break;
case GX_LOAD_INDX_A: //used for position matrices
VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xC);
LoadIndexedXF(DataReadU32(), 0xC);
break;
case GX_LOAD_INDX_B: //used for normal matrices
VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xD);
LoadIndexedXF(DataReadU32(), 0xD);
break;
case GX_LOAD_INDX_C: //used for postmatrices
VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xE);
LoadIndexedXF(DataReadU32(), 0xE);
break;
case GX_LOAD_INDX_D: //used for lights
VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xF);
LoadIndexedXF(DataReadU32(), 0xF);
break;
case GX_CMD_CALL_DL: