mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
only use one buffer, orphaning should do the rest
This commit is contained in:
@ -66,8 +66,7 @@ GLVertexFormat::GLVertexFormat()
|
||||
|
||||
GLVertexFormat::~GLVertexFormat()
|
||||
{
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
glDeleteVertexArrays(vm->m_buffers_count, VAO);
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
}
|
||||
|
||||
inline GLuint VarToGL(VarType t)
|
||||
@ -89,57 +88,54 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
|
||||
VAO = new GLuint[vm->m_buffers_count];
|
||||
glGenVertexArrays(vm->m_buffers_count, VAO);
|
||||
for(u32 i=0; i<vm->m_buffers_count; i++) {
|
||||
glBindVertexArray(VAO[i]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers[i]);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[i]);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
|
||||
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
|
||||
}
|
||||
}
|
||||
// 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);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
} else {
|
||||
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
glClientActiveTexture(id);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
|
||||
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
} else {
|
||||
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
glClientActiveTexture(id);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers[vm->m_current_buffer]);
|
||||
vm->m_last_vao = VAO;
|
||||
}
|
||||
|
||||
void GLVertexFormat::SetupVertexPointers() {
|
||||
|
Reference in New Issue
Block a user