OpenGL - Don't cache pointer to compiled code - cache pointer to NativeVertexFormat instead.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@950 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-25 09:59:00 +00:00
parent 63793c7f4f
commit f14fca914d
3 changed files with 25 additions and 18 deletions

View File

@ -41,7 +41,7 @@ static const GLenum c_primitiveType[8] =
};
// internal state for loading vertices
void (*fnSetupVertexPointers)() = NULL;
extern NativeVertexFormat *g_nativeVertexFmt;
bool VertexManager::Init()
{
@ -60,7 +60,7 @@ bool VertexManager::Init()
}
glEnableClientState(GL_VERTEX_ARRAY);
fnSetupVertexPointers = NULL;
g_nativeVertexFmt = NULL;
s_vStoredPrimitives.reserve(1000);
GL_REPORT_ERRORD();
@ -121,7 +121,6 @@ void VertexManager::Flush()
if (s_vStoredPrimitives.size() == 0)
return;
_assert_(fnSetupVertexPointers != NULL);
_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
#ifdef _DEBUG
@ -158,7 +157,7 @@ void VertexManager::Flush()
GL_REPORT_ERRORD();
// setup the pointers
fnSetupVertexPointers();
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
// set the textures
@ -184,7 +183,7 @@ void VertexManager::Flush()
if (usedtextures & (1 << i)) {
glActiveTexture(GL_TEXTURE0 + i);
FourTexUnits &tex = bpmem.tex[i>>2];
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
@ -333,7 +332,7 @@ void VertexManager::EnableComponents(u32 components)
{
if (s_prevcomponents != components) {
if (s_vStoredPrimitives.size() != 0)
PanicAlert("EnableComponents - report this bug");
VertexManager::Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {