// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/CommonTypes.h" #include "Common/GL/GLUtil.h" #include "Common/MsgHandler.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/VertexManager.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexShaderGen.h" // Here's some global state. We only use this to keep track of what we've sent to the OpenGL state // machine. namespace OGL { NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) { return new GLVertexFormat(vtx_decl); } static inline GLuint VarToGL(VarType t) { static const GLuint lookup[5] = {GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT}; return lookup[t]; } static void SetPointer(u32 attrib, u32 stride, const AttributeFormat& format) { if (!format.enable) return; glEnableVertexAttribArray(attrib); if (format.integer) glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)nullptr + format.offset); else glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)nullptr + format.offset); } GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl) { this->vtx_decl = _vtx_decl; u32 vertex_stride = _vtx_decl.stride; // We will not allow vertex components causing uneven strides. if (vertex_stride & 3) PanicAlert("Uneven vertex stride: %i", vertex_stride); VertexManager* const vm = static_cast(g_vertex_manager.get()); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); // the element buffer is bound directly to the vao, so we must it set for every vao glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers); glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers); SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position); for (int i = 0; i < 3; i++) SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, _vtx_decl.normals[i]); for (int i = 0; i < 2; i++) SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, _vtx_decl.colors[i]); for (int i = 0; i < 8; i++) SetPointer(SHADER_TEXTURE0_ATTRIB + i, vertex_stride, _vtx_decl.texcoords[i]); SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx); vm->m_last_vao = VAO; } GLVertexFormat::~GLVertexFormat() { glDeleteVertexArrays(1, &VAO); } void GLVertexFormat::SetupVertexPointers() { } }