dolphin/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp

97 lines
2.4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/MemoryUtil.h"
#include "Common/x64ABI.h"
#include "Common/x64Emitter.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexShaderGen.h"
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
// machine.
namespace OGL
{
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
{
return new GLVertexFormat();
}
GLVertexFormat::GLVertexFormat()
{
}
GLVertexFormat::~GLVertexFormat()
{
glDeleteVertexArrays(1, &VAO);
}
static inline GLuint VarToGL(VarType t)
{
static const GLuint lookup[5] = {
GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT
};
return lookup[t];
}
static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format)
{
if (!format.enable)
return;
glEnableVertexAttribArray(attrib);
if (format.integer)
glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)nullptr + format.offset);
else
glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)nullptr + format.offset);
}
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
this->vtx_decl = _vtx_decl;
vertex_stride = vtx_decl.stride;
// We will not allow vertex components causing uneven strides.
if (vertex_stride & 3)
PanicAlert("Uneven vertex stride: %i", vertex_stride);
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// the element buffer is bound directly to the vao, so we must it set for every vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
for (int i = 0; i < 3; i++)
SetPointer(SHADER_NORM0_ATTRIB+i, vertex_stride, vtx_decl.normals[i]);
for (int i = 0; i < 2; i++)
SetPointer(SHADER_COLOR0_ATTRIB+i, vertex_stride, vtx_decl.colors[i]);
for (int i = 0; i < 8; i++)
SetPointer(SHADER_TEXTURE0_ATTRIB+i, vertex_stride, vtx_decl.texcoords[i]);
SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, vtx_decl.posmtx);
vm->m_last_vao = VAO;
}
void GLVertexFormat::SetupVertexPointers()
{
}
}