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-rw-r--r--Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp96
1 files changed, 96 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
new file mode 100644
index 0000000000..de0eb4f10d
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
@@ -0,0 +1,96 @@
+// Copyright 2008 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;
+ u32 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()
+{
+}
+
+}