mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
move glBindBuffer and glBindVertexArray out of VertexManager
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
@ -187,9 +187,6 @@ void GLVertexFormat::SetupVertexPointers() {
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#ifdef USE_JIT
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((void (*)())(void*)m_compiledCode)();
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#else
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// TODO: use this :-)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
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if (vtx_decl.num_normals >= 1) {
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@ -224,13 +221,13 @@ void GLVertexFormat::SetupVertexPointers() {
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}
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#endif
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// if (s_prevcomponents != m_components)
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if (s_prevcomponents != m_components)
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{
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// vertices
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glEnableClientState(GL_VERTEX_ARRAY);
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// matrices
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// if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
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if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
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{
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if (m_components & VB_HAS_POSMTXIDX)
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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@ -239,14 +236,14 @@ void GLVertexFormat::SetupVertexPointers() {
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}
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// normals
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// if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
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if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
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{
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if (m_components & VB_HAS_NRM0)
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glEnableClientState(GL_NORMAL_ARRAY);
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else
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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// if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
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if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
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{
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if (m_components & VB_HAS_NRM1) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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@ -261,7 +258,7 @@ void GLVertexFormat::SetupVertexPointers() {
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// color
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for (int i = 0; i < 2; ++i)
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{
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// if ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
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if ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
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{
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if (m_components & (VB_HAS_COL0 << i))
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glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
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@ -273,7 +270,7 @@ void GLVertexFormat::SetupVertexPointers() {
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// tex
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for (int i = 0; i < 8; ++i)
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{
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// if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
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if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
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{
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glClientActiveTexture(GL_TEXTURE0 + i);
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if (m_components & (VB_HAS_UV0 << i))
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