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bb2fc8ecbb
We are used to have a 1:1 mapping of GX vertex formats and the native (OGL + D3D) ones, but there are by far more GX ones. This new cache maps them directly so that we don't flush on GX vertex format changes as long as the native one doesn't change. The idea is stolen from galop1n.
114 lines
2.5 KiB
C++
114 lines
2.5 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 "Common/Common.h"
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// m_components
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enum
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{
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VB_HAS_POSMTXIDX =(1<<1),
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VB_HAS_TEXMTXIDX0=(1<<2),
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VB_HAS_TEXMTXIDX1=(1<<3),
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VB_HAS_TEXMTXIDX2=(1<<4),
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VB_HAS_TEXMTXIDX3=(1<<5),
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VB_HAS_TEXMTXIDX4=(1<<6),
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VB_HAS_TEXMTXIDX5=(1<<7),
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VB_HAS_TEXMTXIDX6=(1<<8),
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VB_HAS_TEXMTXIDX7=(1<<9),
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VB_HAS_TEXMTXIDXALL=(0xff<<2),
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//VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NRM0=(1<<10),
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VB_HAS_NRM1=(1<<11),
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VB_HAS_NRM2=(1<<12),
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VB_HAS_NRMALL=(7<<10),
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VB_HAS_COL0=(1<<13),
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VB_HAS_COL1=(1<<14),
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VB_HAS_UV0=(1<<15),
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VB_HAS_UV1=(1<<16),
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VB_HAS_UV2=(1<<17),
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VB_HAS_UV3=(1<<18),
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VB_HAS_UV4=(1<<19),
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VB_HAS_UV5=(1<<20),
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VB_HAS_UV6=(1<<21),
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VB_HAS_UV7=(1<<22),
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VB_HAS_UVALL=(0xff<<15),
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VB_HAS_UVTEXMTXSHIFT=13,
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};
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#ifdef WIN32
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#define LOADERDECL __cdecl
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#else
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#define LOADERDECL
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#endif
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typedef void (LOADERDECL *TPipelineFunction)();
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enum VarType
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{
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VAR_UNSIGNED_BYTE, // GX_U8 = 0
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VAR_BYTE, // GX_S8 = 1
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VAR_UNSIGNED_SHORT, // GX_U16 = 2
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VAR_SHORT, // GX_S16 = 3
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VAR_FLOAT, // GX_F32 = 4
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};
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struct AttributeFormat
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{
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VarType type;
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int components;
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int offset;
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bool enable;
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bool integer;
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};
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struct PortableVertexDeclaration
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{
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int stride;
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AttributeFormat position;
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AttributeFormat normals[3];
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AttributeFormat colors[2];
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AttributeFormat texcoords[8];
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AttributeFormat posmtx;
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inline bool operator<(const PortableVertexDeclaration& b) const
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{
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return memcmp(this, &b, sizeof(PortableVertexDeclaration)) < 0;
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}
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inline bool operator==(const PortableVertexDeclaration& b) const
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{
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return memcmp(this, &b, sizeof(PortableVertexDeclaration)) == 0;
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}
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};
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// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
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// is in the respective backend, not here in VideoCommon.
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// Note that this class can't just invent arbitrary vertex formats out of its input -
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// all the data loading code must always be made compatible.
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class NativeVertexFormat : NonCopyable
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{
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public:
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virtual ~NativeVertexFormat() {}
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virtual void Initialize(const PortableVertexDeclaration &vtx_decl) = 0;
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virtual void SetupVertexPointers() = 0;
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u32 GetVertexStride() const { return vertex_stride; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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protected:
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// Let subclasses construct.
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NativeVertexFormat() {}
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u32 vertex_stride;
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};
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