Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -7,6 +7,7 @@
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/NativeVertexFormat.h"
@ -18,7 +19,7 @@
namespace OGL
{
std::unique_ptr<NativeVertexFormat>
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<GLVertexFormat>(vtx_decl);
}
@ -44,10 +45,10 @@ static void SetPointer(u32 attrib, u32 stride, const AttributeFormat& format)
(u8*)nullptr + format.offset);
}
GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
: NativeVertexFormat(vtx_decl)
{
this->vtx_decl = _vtx_decl;
u32 vertex_stride = _vtx_decl.stride;
u32 vertex_stride = vtx_decl.stride;
// We will not allow vertex components causing uneven strides.
if (vertex_stride & 3)
@ -63,22 +64,22 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position);
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]);
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]);
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_TEXTURE0_ATTRIB + i, vertex_stride, vtx_decl.texcoords[i]);
SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx);
SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, vtx_decl.posmtx);
}
GLVertexFormat::~GLVertexFormat()
{
glDeleteVertexArrays(1, &VAO);
}
}
} // namespace OGL