// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include "Common/CommonTypes.h" class DataReader; class NativeVertexFormat; struct PortableVertexDeclaration; namespace VertexLoaderManager { using NativeVertexFormatMap = std::unordered_map>; void Init(); void Clear(); void MarkAllDirty(); NativeVertexFormatMap* GetNativeVertexFormatMap(); // Creates or obtains a pointer to a VertexFormat representing decl. // If this results in a VertexFormat being created, if the game later uses a matching vertex // declaration, the one that was previously created will be used. NativeVertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl); // For vertex ubershaders, all attributes need to be present, even when the vertex // format does not contain them. This function returns a vertex format with dummy // offsets set to the unused attributes. NativeVertexFormat* GetUberVertexFormat(const PortableVertexDeclaration& decl); // Returns -1 if buf_size is insufficient, else the amount of bytes consumed int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bool is_preprocess); // For debugging std::string VertexLoadersToString(); NativeVertexFormat* GetCurrentVertexFormat(); // Resolved pointers to array bases. Used by vertex loaders. extern u8* cached_arraybases[12]; void UpdateVertexArrayPointers(); // Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite). // These arrays are in reverse order. extern float position_cache[3][4]; extern u32 position_matrix_index[4]; // VB_HAS_X. Bitmask telling what vertex components are present. extern u32 g_current_components; }