mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
2a5c77f43f
Fixes a large number of effects in Rogue Squadron 2 and 3.
73 lines
2.5 KiB
C++
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
|