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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/OGL/OGLGfx.h"
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#include "VideoBackends/OGL/OGLVertexManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexShaderGen.h"
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// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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// machine.
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namespace OGL
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{
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std::unique_ptr<NativeVertexFormat>
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OGLGfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<GLVertexFormat>(vtx_decl);
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}
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static inline GLuint VarToGL(ComponentFormat t)
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{
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static constexpr Common::EnumMap<GLuint, ComponentFormat::InvalidFloat7> lookup = {
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GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
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GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT,
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};
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return lookup[t];
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}
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static void SetPointer(ShaderAttrib attrib, u32 stride, const AttributeFormat& format)
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{
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if (!format.enable)
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return;
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glEnableVertexAttribArray(static_cast<GLuint>(attrib));
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if (format.integer)
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glVertexAttribIPointer(static_cast<GLuint>(attrib), format.components, VarToGL(format.type),
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stride, (u8*)nullptr + format.offset);
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else
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glVertexAttribPointer(static_cast<GLuint>(attrib), format.components, VarToGL(format.type),
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true, stride, (u8*)nullptr + format.offset);
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}
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GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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const u32 vertex_stride = vtx_decl.stride;
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// We will not allow vertex components causing uneven strides.
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if (vertex_stride & 3)
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PanicAlertFmt("Uneven vertex stride: {}", vertex_stride);
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VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
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glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
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SetPointer(ShaderAttrib::Position, vertex_stride, vtx_decl.position);
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for (u32 i = 0; i < 3; i++)
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SetPointer(ShaderAttrib::Normal + i, vertex_stride, vtx_decl.normals[i]);
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for (u32 i = 0; i < 2; i++)
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SetPointer(ShaderAttrib::Color0 + i, vertex_stride, vtx_decl.colors[i]);
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for (u32 i = 0; i < 8; i++)
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SetPointer(ShaderAttrib::TexCoord0 + i, vertex_stride, vtx_decl.texcoords[i]);
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SetPointer(ShaderAttrib::PositionMatrix, vertex_stride, vtx_decl.posmtx);
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// Other code shouldn't have to worry about its vertex formats being randomly unbound
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ProgramShaderCache::ReBindVertexFormat();
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}
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GLVertexFormat::~GLVertexFormat()
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{
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ProgramShaderCache::InvalidateVertexFormatIfBound(VAO);
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glDeleteVertexArrays(1, &VAO);
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}
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} // namespace OGL
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