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6e774f1b64
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.)
52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexManagerBase.h"
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namespace OGL
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{
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class GLVertexFormat : public NativeVertexFormat
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{
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PortableVertexDeclaration vtx_decl;
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public:
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GLVertexFormat();
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~GLVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl) override;
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virtual void SetupVertexPointers() override;
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GLuint VAO;
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};
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// Handles the OpenGL details of drawing lots of vertices quickly.
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// Other functionality is moving out.
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class VertexManager : public ::VertexManager
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{
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public:
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VertexManager();
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~VertexManager();
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NativeVertexFormat* CreateNativeVertexFormat() override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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// NativeVertexFormat use this
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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GLuint m_last_vao;
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protected:
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virtual void ResetBuffer(u32 stride) override;
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private:
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void Draw(u32 stride);
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void vFlush(bool useDstAlpha) override;
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void PrepareDrawBuffers(u32 stride);
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};
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}
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