diff options
Diffstat (limited to 'Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp | 96 |
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() +{ +} + +} |
