dolphin/Source/Core/VideoBackends/Null/VertexManager.cpp
Lioncash 1fa81f24d3 VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00

51 lines
1.3 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Null/VertexManager.h"
#include "VideoBackends/Null/ShaderCache.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
namespace Null
{
class NullNativeVertexFormat : public NativeVertexFormat
{
public:
NullNativeVertexFormat() {}
void SetupVertexPointers() override {}
};
std::unique_ptr<NativeVertexFormat>
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<NullNativeVertexFormat>();
}
VertexManager::VertexManager() : m_local_v_buffer(MAXVBUFFERSIZE), m_local_i_buffer(MAXIBUFFERSIZE)
{
}
VertexManager::~VertexManager()
{
}
void VertexManager::ResetBuffer(u32 stride)
{
m_cur_buffer_pointer = m_base_buffer_pointer = m_local_v_buffer.data();
m_end_buffer_pointer = m_cur_buffer_pointer + m_local_v_buffer.size();
IndexGenerator::Start(&m_local_i_buffer[0]);
}
void VertexManager::vFlush()
{
VertexShaderCache::s_instance->SetShader(m_current_primitive_type);
GeometryShaderCache::s_instance->SetShader(m_current_primitive_type);
PixelShaderCache::s_instance->SetShader(m_current_primitive_type);
}
} // namespace