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