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// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexManagerBase.h"
namespace OGL
{
class GLVertexFormat : public NativeVertexFormat
{
public:
GLVertexFormat(const PortableVertexDeclaration& vtx_decl);
~GLVertexFormat();
void SetupVertexPointers() override;
GLuint VAO;
};
// Handles the OpenGL details of drawing lots of vertices quickly.
// Other functionality is moving out.
class VertexManager : public VertexManagerBase
{
public:
VertexManager();
~VertexManager();
NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
// NativeVertexFormat use this
GLuint m_vertex_buffers;
GLuint m_index_buffers;
GLuint m_last_vao;
protected:
void ResetBuffer(u32 stride) override;
private:
void Draw(u32 stride);
void vFlush(bool useDstAlpha) override;
void PrepareDrawBuffers(u32 stride);
// Alternative buffers in CPU memory for primatives we are going to discard.
std::vector<u8> m_cpu_v_buffer;
std::vector<u16> m_cpu_i_buffer;
};
}
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