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f2a594fad5
This was occurring if the imgui vertex format was bound on shutdown, which is destroyed before the vertex buffers
87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
// Copyright 2008 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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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexShaderGen.h"
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// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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// machine.
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namespace OGL
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{
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<GLVertexFormat>(vtx_decl);
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}
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static inline GLuint VarToGL(VarType t)
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{
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static const GLuint lookup[5] = {GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
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GL_FLOAT};
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return lookup[t];
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}
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static void SetPointer(u32 attrib, u32 stride, const AttributeFormat& format)
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{
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if (!format.enable)
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return;
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glEnableVertexAttribArray(attrib);
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if (format.integer)
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glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride,
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(u8*)nullptr + format.offset);
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else
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glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride,
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(u8*)nullptr + format.offset);
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}
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GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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u32 vertex_stride = vtx_decl.stride;
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// We will not allow vertex components causing uneven strides.
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if (vertex_stride & 3)
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PanicAlert("Uneven vertex stride: %i", vertex_stride);
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VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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ProgramShaderCache::BindVertexFormat(this);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
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glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
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for (int i = 0; i < 3; i++)
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SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
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for (int i = 0; i < 2; i++)
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SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, vtx_decl.colors[i]);
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for (int i = 0; i < 8; i++)
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SetPointer(SHADER_TEXTURE0_ATTRIB + i, vertex_stride, vtx_decl.texcoords[i]);
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SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, vtx_decl.posmtx);
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}
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GLVertexFormat::~GLVertexFormat()
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{
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ProgramShaderCache::InvalidateVertexFormatIfBound(VAO);
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glDeleteVertexArrays(1, &VAO);
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}
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} // namespace OGL
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