dolphin/Source/Core/VideoBackends/OGL/VertexManager.h
Lioncash 1fa81f24d3 VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
2017-02-18 03:16:24 -05:00

60 lines
1.3 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexManagerBase.h"
namespace OGL
{
class GLVertexFormat : public NativeVertexFormat
{
public:
GLVertexFormat(const PortableVertexDeclaration& vtx_decl);
~GLVertexFormat();
void SetupVertexPointers() override;
GLuint VAO;
};
// Handles the OpenGL details of drawing lots of vertices quickly.
// Other functionality is moving out.
class VertexManager : public VertexManagerBase
{
public:
VertexManager();
~VertexManager();
std::unique_ptr<NativeVertexFormat>
CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
void CreateDeviceObjects() override;
void DestroyDeviceObjects() override;
// NativeVertexFormat use this
GLuint m_vertex_buffers;
GLuint m_index_buffers;
GLuint m_last_vao;
protected:
void ResetBuffer(u32 stride) override;
private:
void Draw(u32 stride);
void vFlush() override;
void PrepareDrawBuffers(u32 stride);
// Alternative buffers in CPU memory for primatives we are going to discard.
std::vector<u8> m_cpu_v_buffer;
std::vector<u16> m_cpu_i_buffer;
};
}