vertex_loader: Add constructors to facilitate immediate and two-step initialization

This commit is contained in:
Lioncash 2016-04-29 11:23:40 -04:00
parent 769f4a7018
commit 1357724cd9
2 changed files with 6 additions and 2 deletions

View file

@ -199,9 +199,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
// Processes information about internal vertex attributes to figure out how a vertex is loaded. // Processes information about internal vertex attributes to figure out how a vertex is loaded.
// Later, these can be compiled and cached. // Later, these can be compiled and cached.
VertexLoader loader;
const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress(); const u32 base_address = regs.vertex_attributes.GetPhysicalBaseAddress();
loader.Setup(regs); VertexLoader loader(regs);
// Load vertices // Load vertices
bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed)); bool is_indexed = (id == PICA_REG_INDEX(trigger_draw_indexed));

View file

@ -17,6 +17,11 @@ class InputVertex;
class VertexLoader { class VertexLoader {
public: public:
VertexLoader() = default;
explicit VertexLoader(const Pica::Regs& regs) {
Setup(regs);
}
void Setup(const Pica::Regs& regs); void Setup(const Pica::Regs& regs);
void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses); void LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses);