From 6c59b691b0247f4a56ff17d7cf134364b258a6c5 Mon Sep 17 00:00:00 2001 From: degasus Date: Fri, 24 Jan 2014 15:32:27 +0100 Subject: [PATCH] PortableVertexFormat: use AttributeFormat for texcoord attribute format --- .../VideoBackends/D3D/NativeVertexFormat.cpp | 7 +++--- .../VideoBackends/OGL/NativeVertexFormat.cpp | 6 +---- Source/Core/VideoCommon/NativeVertexFormat.h | 5 +--- Source/Core/VideoCommon/VertexLoader.cpp | 25 +++++++------------ 4 files changed, 15 insertions(+), 28 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp index d70d128415..24dc6ce575 100644 --- a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp +++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp @@ -102,12 +102,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) for (int i = 0; i < 8; i++) { - if (_vtx_decl.texcoord_offset[i] > 0) + format = &_vtx_decl.texcoords[i]; + if (format->enable) { m_elems[m_num_elems].SemanticName = "TEXCOORD"; m_elems[m_num_elems].SemanticIndex = i; - m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i]; - m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i], false); + m_elems[m_num_elems].AlignedByteOffset = format->offset; + m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer); m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; ++m_num_elems; } diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp index 784191c1d2..97b0b7a7a2 100644 --- a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp +++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp @@ -83,11 +83,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) } for (int i = 0; i < 8; i++) { - if (vtx_decl.texcoord_offset[i] != -1) { - glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i); - glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]), - GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]); - } + SetPointer(SHADER_TEXTURE0_ATTRIB+i, vertex_stride, vtx_decl.texcoords[i]); } if (vtx_decl.posmtx_offset != -1) { diff --git a/Source/Core/VideoCommon/NativeVertexFormat.h b/Source/Core/VideoCommon/NativeVertexFormat.h index ae1b8fc763..5ed868ee73 100644 --- a/Source/Core/VideoCommon/NativeVertexFormat.h +++ b/Source/Core/VideoCommon/NativeVertexFormat.h @@ -88,11 +88,8 @@ struct PortableVertexDeclaration AttributeFormat position; AttributeFormat normals[3]; AttributeFormat colors[2]; + AttributeFormat texcoords[8]; - VarType texcoord_gl_type[8]; - //int texcoord_gl_size[8]; - int texcoord_offset[8]; - int texcoord_size[8]; int posmtx_offset; }; diff --git a/Source/Core/VideoCommon/VertexLoader.cpp b/Source/Core/VideoCommon/VertexLoader.cpp index 8251f76bf1..3e3a020eb4 100644 --- a/Source/Core/VideoCommon/VertexLoader.cpp +++ b/Source/Core/VideoCommon/VertexLoader.cpp @@ -550,12 +550,6 @@ void VertexLoader::CompileVertexTranslator() int nat_offset = 0; PortableVertexDeclaration vtx_decl; memset(&vtx_decl, 0, sizeof(vtx_decl)); - for (int i = 0; i < 8; i++) - { - vtx_decl.texcoord_offset[i] = -1; - } - - // m_VBVertexStride for texmtx and posmtx is computed later when writing. // Position Matrix Index if (m_VtxDesc.PosMatIdx) @@ -688,7 +682,10 @@ void VertexLoader::CompileVertexTranslator() // Texture matrix indices (remove if corresponding texture coordinate isn't enabled) for (int i = 0; i < 8; i++) { - vtx_decl.texcoord_offset[i] = -1; + vtx_decl.texcoords[i].offset = nat_offset; + vtx_decl.texcoords[i].type = VAR_FLOAT; + vtx_decl.texcoords[i].integer = false; + const int format = m_VtxAttr.texCoord[i].Format; const int elements = m_VtxAttr.texCoord[i].Elements; @@ -709,21 +706,18 @@ void VertexLoader::CompileVertexTranslator() if (components & (VB_HAS_TEXMTXIDX0 << i)) { + vtx_decl.texcoords[i].enable = true; if (tc[i] != NOT_PRESENT) { // if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index - vtx_decl.texcoord_offset[i] = nat_offset; - vtx_decl.texcoord_gl_type[i] = VAR_FLOAT; - vtx_decl.texcoord_size[i] = 3; + vtx_decl.texcoords[i].components = 3; nat_offset += 12; WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2); } else { components |= VB_HAS_UV0 << i; // have to include since using now - vtx_decl.texcoord_offset[i] = nat_offset; - vtx_decl.texcoord_gl_type[i] = VAR_FLOAT; - vtx_decl.texcoord_size[i] = 4; + vtx_decl.texcoords[i].components = 4; nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes WriteCall(TexMtx_Write_Float4); } @@ -732,9 +726,8 @@ void VertexLoader::CompileVertexTranslator() { if (tc[i] != NOT_PRESENT) { - vtx_decl.texcoord_offset[i] = nat_offset; - vtx_decl.texcoord_gl_type[i] = VAR_FLOAT; - vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1; + vtx_decl.texcoords[i].enable = true; + vtx_decl.texcoords[i].components = vtx_attr.texCoord[i].Elements ? 2 : 1; nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1); } }