// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "VideoBackends/OGL/GLExtensions/GLExtensions.h" #include "VideoCommon/CPMemory.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexManagerBase.h" namespace OGL { class GLVertexFormat : public NativeVertexFormat { public: GLVertexFormat(); ~GLVertexFormat(); virtual void Initialize(const PortableVertexDeclaration &_vtx_decl) override; virtual void SetupVertexPointers() override; GLuint VAO; }; // Handles the OpenGL details of drawing lots of vertices quickly. // Other functionality is moving out. class VertexManager : public ::VertexManager { public: VertexManager(); ~VertexManager(); NativeVertexFormat* CreateNativeVertexFormat() override; void CreateDeviceObjects() override; void DestroyDeviceObjects() override; // NativeVertexFormat use this GLuint m_vertex_buffers; GLuint m_index_buffers; GLuint m_last_vao; protected: virtual void ResetBuffer(u32 stride) override; private: void Draw(u32 stride); void vFlush(bool useDstAlpha) override; void PrepareDrawBuffers(u32 stride); // Alternative buffers in CPU memory for primatives we are going to discard. std::vector m_cpu_v_buffer; std::vector m_cpu_i_buffer; }; }