// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include "Common/CommonTypes.h" #include "Common/GL/GLUtil.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexManagerBase.h" namespace OGL { class StreamBuffer; class GLVertexFormat : public NativeVertexFormat { public: GLVertexFormat(const PortableVertexDeclaration& vtx_decl); ~GLVertexFormat(); GLuint VAO; }; // Handles the OpenGL details of drawing lots of vertices quickly. // Other functionality is moving out. class VertexManager final : public VertexManagerBase { public: VertexManager(); ~VertexManager() override; bool Initialize() override; void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) override; bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) override; bool UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* out_palette_offset) override; GLuint GetVertexBufferHandle() const; GLuint GetIndexBufferHandle() const; protected: void ResetBuffer(u32 vertex_stride) override; void CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) override; void UploadUniforms() override; private: std::unique_ptr m_vertex_buffer; std::unique_ptr m_index_buffer; std::unique_ptr m_texel_buffer; std::array m_texel_buffer_views{}; }; } // namespace OGL