dolphin/Source/Core/VideoCommon/Src/VertexManagerBase.h

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#ifndef _VERTEXMANAGERBASE_H
#define _VERTEXMANAGERBASE_H
class NativeVertexFormat;
class PointerWrap;
class VertexManager
{
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private:
// What are the actual values?
static const u32 SMALLEST_POSSIBLE_VERTEX = 1;
static const u32 LARGEST_POSSIBLE_VERTEX = 188;
static const u32 MAX_PRIMITIVES_PER_COMMAND = (u16)-1;
public:
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// values from OGL backend
//static const u32 MAXVBUFFERSIZE = 0x1FFFF;
// values from DX9/11 backend
static const u32 MAXVBUFFERSIZE = MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX;
// We may convert triangle-fans to triangle-lists, almost 3x as many indices.
// Watching for a full index buffer would probably be smarter than this calculation.
static const u32 MAXIBUFFERSIZE = MAXVBUFFERSIZE * 3 / SMALLEST_POSSIBLE_VERTEX;
//static const u32 MAXIBUFFERSIZE = MAX_PRIMITIVES_PER_COMMAND * 3;
VertexManager();
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// needs to be virtual for DX11's dtor
virtual ~VertexManager();
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static void AddVertices(int _primitive, u32 _numVertices);
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static u8 *s_pCurBufferPointer;
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static u8 *s_pBaseBufferPointer;
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static u8 *s_pEndBufferPointer;
static int GetRemainingSize();
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//int GetRemainingVertices(int primitive);
static void Flush();
virtual ::NativeVertexFormat* CreateNativeVertexFormat() = 0;
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// TODO: use these instead of TIBuffer, etc
// u16* GetTriangleIndexBuffer() { return TIBuffer; }
// u16* GetLineIndexBuffer() { return LIBuffer; }
// u16* GetPointIndexBuffer() { return PIBuffer; }
// u8* GetVertexBuffer() { return s_pBaseBufferPointer; }
static void DoState(PointerWrap& p);
virtual void CreateDeviceObjects(){};
virtual void DestroyDeviceObjects(){};
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protected:
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u16* TIBuffer;
u16* LIBuffer;
u16* PIBuffer;
virtual void vDoState(PointerWrap& p) { DoStateShared(p); }
void DoStateShared(PointerWrap& p);
private:
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bool IsFlushed() const;
void ResetBuffer();
//virtual void Draw(u32 stride, bool alphapass) = 0;
// temp
virtual void vFlush() = 0;
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u8* LocalVBuffer;
};
extern VertexManager *g_vertex_manager;
#endif