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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
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33 changed files with 437 additions and 524 deletions
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@ -224,22 +224,22 @@ static void Decode()
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static u32 pData[16];
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for (int i = 0; i < dwTransferSize; i++)
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pData[i] = DataReadU32();
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VertexShaderMngr::LoadXFReg(dwTransferSize, dwAddress, pData);
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LoadXFReg(dwTransferSize, dwAddress, pData);
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INCSTAT(stats.thisFrame.numXFLoads);
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}
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break;
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case GX_LOAD_INDX_A: //used for position matrices
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VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xC);
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LoadIndexedXF(DataReadU32(), 0xC);
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break;
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case GX_LOAD_INDX_B: //used for normal matrices
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VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xD);
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LoadIndexedXF(DataReadU32(), 0xD);
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break;
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case GX_LOAD_INDX_C: //used for postmatrices
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VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xE);
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LoadIndexedXF(DataReadU32(), 0xE);
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break;
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case GX_LOAD_INDX_D: //used for lights
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VertexShaderMngr::LoadIndexedXF(DataReadU32(), 0xF);
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LoadIndexedXF(DataReadU32(), 0xF);
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break;
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case GX_CMD_CALL_DL:
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