dolphin/Source/Core/VideoBackends/OGL/NativeVertexFormat.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

90 lines
2.6 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/VertexManager.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
{
std::unique_ptr<NativeVertexFormat>
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<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()
{
}
}