// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

// Top vertex loaders
// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt

#include <algorithm>
#include <string>

#include "Common/CommonTypes.h"

#include "VideoCommon/CPMemory.h"
#include "VideoCommon/DataReader.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderBase.h"
#include "VideoCommon/VertexLoaderUtils.h"


class VertexLoader;
typedef void (*TPipelineFunction)(VertexLoader* loader);

class VertexLoader : public VertexLoaderBase
{
public:
	VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr);

	int RunVertices(DataReader src, DataReader dst, int count) override;
	std::string GetName() const override { return "OldLoader"; }
	bool IsInitialized() override { return true; } // This vertex loader supports all formats

	// 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_counter;

private:
	// Pipeline.
	TPipelineFunction m_PipelineStages[64];  // TODO - figure out real max. it's lower.
	int m_numPipelineStages;

	void CompileVertexTranslator();

	void WriteCall(TPipelineFunction);
};