Some NormalizeVertices interface cleanup

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Henrik Rydgård committed 2024-12-17 19:13:38 +01:00
1 parent fec232f8a8
commit a07da939ef
6 files changed
+15 -17

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@@ -939,7 +939,7 @@ bool SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, int vertsSi
// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
// The implementation is initially a bit inefficient but shouldn't be a big deal.
// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, VertexDecoder *dec, u32 vertType) {
u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, VertexDecoder *dec, u32 vertType) {
// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
// implementation of the vertex decoder.
dec->DecodeVerts(bufPtr, inPtr, &gstate_c.uv, lowerBound, upperBound);
@@ -949,8 +949,6 @@ u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, i
VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
SimpleVertex *sverts = (SimpleVertex *)outPtr;
const u8 defaultColor[4] = {
(u8)gstate.getMaterialAmbientR(),
(u8)gstate.getMaterialAmbientG(),