dolphin/Source/Core/VideoCommon/VertexLoaderManager.h
Pokechu22 2a5c77f43f VideoCommon: Handle emboss texgen with only a single normal
Fixes a large number of effects in Rogue Squadron 2 and 3.
2022-04-22 16:54:38 -07:00

73 lines
2.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <memory>
#include <string>
#include <unordered_map>
#include "Common/CommonTypes.h"
#include "Common/EnumMap.h"
#include "VideoCommon/CPMemory.h"
class DataReader;
class NativeVertexFormat;
struct PortableVertexDeclaration;
namespace OpcodeDecoder
{
enum class Primitive : u8;
};
namespace VertexLoaderManager
{
using NativeVertexFormatMap =
std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>>;
void Init();
void Clear();
void MarkAllDirty();
// Creates or obtains a pointer to a VertexFormat representing decl.
// If this results in a VertexFormat being created, if the game later uses a matching vertex
// declaration, the one that was previously created will be used.
NativeVertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
// For vertex ubershaders, all attributes need to be present, even when the vertex
// format does not contain them. This function returns a vertex format with dummy
// offsets set to the unused attributes.
NativeVertexFormat* GetUberVertexFormat(const PortableVertexDeclaration& decl);
// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int count, DataReader src,
bool is_preprocess);
NativeVertexFormat* GetCurrentVertexFormat();
// Resolved pointers to array bases. Used by vertex loaders.
extern Common::EnumMap<u8*, CPArray::TexCoord7> cached_arraybases;
void UpdateVertexArrayPointers();
// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
// These arrays are in reverse order.
extern std::array<std::array<float, 4>, 3> position_cache;
extern std::array<u32, 3> position_matrix_index_cache;
// Store the tangent and binormal vectors for games that use emboss texgens when the vertex format
// doesn't include them (e.g. RS2 and RS3). These too are 4 floats each for SIMD overwrites.
extern std::array<float, 4> tangent_cache;
extern std::array<float, 4> binormal_cache;
// VB_HAS_X. Bitmask telling what vertex components are present.
extern u32 g_current_components;
extern BitSet8 g_main_vat_dirty;
extern BitSet8 g_preprocess_vat_dirty;
extern bool g_bases_dirty; // Main only
extern u8 g_current_vat; // Main only
extern std::array<VertexLoaderBase*, CP_NUM_VAT_REG> g_main_vertex_loaders;
extern std::array<VertexLoaderBase*, CP_NUM_VAT_REG> g_preprocess_vertex_loaders;
} // namespace VertexLoaderManager