91 lines
2.9 KiB
C++
91 lines
2.9 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/OGL/OGLGfx.h"
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#include "VideoBackends/OGL/OGLVertexManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexShaderGen.h"
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// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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// machine.
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namespace OGL
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{
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std::unique_ptr<NativeVertexFormat>
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OGLGfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<GLVertexFormat>(vtx_decl);
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}
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static inline GLuint VarToGL(ComponentFormat t)
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{
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static constexpr Common::EnumMap<GLuint, ComponentFormat::InvalidFloat7> lookup = {
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GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
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GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT,
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};
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return lookup[t];
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}
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static void SetPointer(ShaderAttrib attrib, u32 stride, const AttributeFormat& format)
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{
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if (!format.enable)
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return;
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glEnableVertexAttribArray(static_cast<GLuint>(attrib));
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if (format.integer)
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glVertexAttribIPointer(static_cast<GLuint>(attrib), format.components, VarToGL(format.type),
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stride, (u8*)nullptr + format.offset);
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else
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glVertexAttribPointer(static_cast<GLuint>(attrib), format.components, VarToGL(format.type),
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true, stride, (u8*)nullptr + format.offset);
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}
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GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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const u32 vertex_stride = vtx_decl.stride;
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// We will not allow vertex components causing uneven strides.
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if (vertex_stride & 3)
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PanicAlertFmt("Uneven vertex stride: {}", vertex_stride);
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VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
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glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
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SetPointer(ShaderAttrib::Position, vertex_stride, vtx_decl.position);
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for (u32 i = 0; i < 3; i++)
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SetPointer(ShaderAttrib::Normal + i, vertex_stride, vtx_decl.normals[i]);
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for (u32 i = 0; i < 2; i++)
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SetPointer(ShaderAttrib::Color0 + i, vertex_stride, vtx_decl.colors[i]);
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for (u32 i = 0; i < 8; i++)
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SetPointer(ShaderAttrib::TexCoord0 + i, vertex_stride, vtx_decl.texcoords[i]);
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SetPointer(ShaderAttrib::PositionMatrix, vertex_stride, vtx_decl.posmtx);
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// Other code shouldn't have to worry about its vertex formats being randomly unbound
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ProgramShaderCache::ReBindVertexFormat();
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}
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GLVertexFormat::~GLVertexFormat()
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{
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ProgramShaderCache::InvalidateVertexFormatIfBound(VAO);
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glDeleteVertexArrays(1, &VAO);
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}
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} // namespace OGL
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