// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "Common/GL/GLUtil.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexManagerBase.h" namespace OGL { class StreamBuffer; class GLVertexFormat : public NativeVertexFormat { public: GLVertexFormat(const PortableVertexDeclaration& vtx_decl); ~GLVertexFormat(); GLuint VAO; }; // Handles the OpenGL details of drawing lots of vertices quickly. // Other functionality is moving out. class VertexManager : public VertexManagerBase { public: VertexManager(); ~VertexManager(); std::unique_ptr CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override; void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override; GLuint GetVertexBufferHandle() const; GLuint GetIndexBufferHandle() const; protected: void CreateDeviceObjects() override; void DestroyDeviceObjects() override; void ResetBuffer(u32 vertex_stride, bool cull_all) override; void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) override; void UploadConstants() override; void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override; private: std::unique_ptr m_vertex_buffer; std::unique_ptr m_index_buffer; // Alternative buffers in CPU memory for primatives we are going to discard. std::vector m_cpu_v_buffer; std::vector m_cpu_i_buffer; }; } // namespace OGL