dolphin/Source/Core/VideoCommon/VertexManagerBase.h
comex 6e774f1b64 Add missing includes where headers depend on other headers having been included first.
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
2014-10-21 21:22:16 -04:00

66 lines
1.7 KiB
C++

#pragma once
#include <vector>
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
class NativeVertexFormat;
class PointerWrap;
enum PrimitiveType {
PRIMITIVE_POINTS,
PRIMITIVE_LINES,
PRIMITIVE_TRIANGLES,
};
class VertexManager
{
private:
static const u32 SMALLEST_POSSIBLE_VERTEX = sizeof(float)*3; // 3 pos
static const u32 LARGEST_POSSIBLE_VERTEX = sizeof(float)*45 + sizeof(u32)*2; // 3 pos, 3*3 normal, 2*u32 color, 8*4 tex, 1 posMat
static const u32 MAX_PRIMITIVES_PER_COMMAND = (u16)-1;
public:
static const u32 MAXVBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX);
// We may convert triangle-fans to triangle-lists, almost 3x as many indices.
static const u32 MAXIBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * 3);
VertexManager();
// needs to be virtual for DX11's dtor
virtual ~VertexManager();
static u8 *s_pCurBufferPointer;
static u8 *s_pBaseBufferPointer;
static u8 *s_pEndBufferPointer;
static u32 GetRemainingSize();
static void PrepareForAdditionalData(int primitive, u32 count, u32 stride);
static u32 GetRemainingIndices(int primitive);
static void Flush();
virtual ::NativeVertexFormat* CreateNativeVertexFormat() = 0;
static void DoState(PointerWrap& p);
virtual void CreateDeviceObjects(){}
virtual void DestroyDeviceObjects(){}
protected:
virtual void vDoState(PointerWrap& p) { }
static PrimitiveType current_primitive_type;
virtual void ResetBuffer(u32 stride) = 0;
private:
static bool IsFlushed;
//virtual void Draw(u32 stride, bool alphapass) = 0;
// temp
virtual void vFlush(bool useDstAlpha) = 0;
};
extern VertexManager *g_vertex_manager;