dolphin/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
Lioncash f295182833 VideoBackends: Simplify initialization and deinitialization of resources
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00

93 lines
2.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Common.h"
#include "Common/MemoryUtil.h"
#include "Common/x64ABI.h"
#include "Common/x64Emitter.h"
#include "Common/GL/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(const PortableVertexDeclaration& vtx_decl)
{
return new GLVertexFormat(vtx_decl);
}
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);
}
GLVertexFormat::GLVertexFormat(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* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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;
}
GLVertexFormat::~GLVertexFormat()
{
glDeleteVertexArrays(1, &VAO);
}
void GLVertexFormat::SetupVertexPointers()
{
}
}