// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include "Common/CommonTypes.h" #include "Common/EnumMap.h" #include "VideoCommon/CPMemory.h" class NativeVertexFormat; struct PortableVertexDeclaration; namespace OpcodeDecoder { enum class Primitive : u8; } namespace VertexLoaderManager { using NativeVertexFormatMap = std::unordered_map>; 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 template int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int count, const u8* src); namespace detail { // This will look for an existing loader in the global hashmap or create a new one if there is none. // It should not be used directly because RefreshLoaders() has another cache for fast lookups. template VertexLoaderBase* GetOrCreateLoader(int vtx_attr_group); } // namespace detail NativeVertexFormat* GetCurrentVertexFormat(); // Resolved pointers to array bases. Used by vertex loaders. extern Common::EnumMap 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, 3> position_cache; extern std::array 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 tangent_cache; extern std::array 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 std::array g_main_vertex_loaders; extern std::array g_preprocess_vertex_loaders; extern bool g_needs_cp_xf_consistency_check; template VertexLoaderBase* RefreshLoader(int vtx_attr_group) { constexpr const BitSet8& attr_dirty = IsPreprocess ? g_preprocess_vat_dirty : g_main_vat_dirty; constexpr const auto& vertex_loaders = IsPreprocess ? g_preprocess_vertex_loaders : g_main_vertex_loaders; VertexLoaderBase* loader; if (!attr_dirty[vtx_attr_group]) [[likely]] { loader = vertex_loaders[vtx_attr_group]; } else [[unlikely]] { loader = detail::GetOrCreateLoader(vtx_attr_group); } // Lookup pointers for any vertex arrays. if constexpr (!IsPreprocess) UpdateVertexArrayPointers(); return loader; } } // namespace VertexLoaderManager