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e149ad4f0a
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54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/CPMemory.h"
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class DataReader;
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class NativeVertexFormat;
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struct PortableVertexDeclaration;
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namespace VertexLoaderManager
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{
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using NativeVertexFormatMap =
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std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>>;
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void Init();
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void Clear();
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void MarkAllDirty();
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// Creates or obtains a pointer to a VertexFormat representing decl.
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// If this results in a VertexFormat being created, if the game later uses a matching vertex
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// declaration, the one that was previously created will be used.
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NativeVertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
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// For vertex ubershaders, all attributes need to be present, even when the vertex
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// format does not contain them. This function returns a vertex format with dummy
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// offsets set to the unused attributes.
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NativeVertexFormat* GetUberVertexFormat(const PortableVertexDeclaration& decl);
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// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
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int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bool is_preprocess);
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NativeVertexFormat* GetCurrentVertexFormat();
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// Resolved pointers to array bases. Used by vertex loaders.
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extern u8* cached_arraybases[NUM_VERTEX_COMPONENT_ARRAYS];
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void UpdateVertexArrayPointers();
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// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
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// These arrays are in reverse order.
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extern float position_cache[3][4];
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extern u32 position_matrix_index[4];
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// VB_HAS_X. Bitmask telling what vertex components are present.
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extern u32 g_current_components;
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} // namespace VertexLoaderManager
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