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5bfaa3a966
We can just tag the std:: onto the end of the specialization to make it less noisy. Also mark it as noexcept, since hashes shouldn't throw exceptions.
143 lines
3.7 KiB
C++
143 lines
3.7 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 <cstring>
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#include <functional> // for hash
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#include "Common/CommonTypes.h"
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#include "VideoCommon/CPMemory.h"
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// m_components
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enum : u32
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{
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VB_HAS_POSMTXIDX = (1 << 1),
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VB_HAS_TEXMTXIDX0 = (1 << 2),
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VB_HAS_TEXMTXIDX1 = (1 << 3),
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VB_HAS_TEXMTXIDX2 = (1 << 4),
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VB_HAS_TEXMTXIDX3 = (1 << 5),
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VB_HAS_TEXMTXIDX4 = (1 << 6),
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VB_HAS_TEXMTXIDX5 = (1 << 7),
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VB_HAS_TEXMTXIDX6 = (1 << 8),
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VB_HAS_TEXMTXIDX7 = (1 << 9),
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VB_HAS_TEXMTXIDXALL = (0xff << 2),
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// VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NORMAL = (1 << 10),
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VB_HAS_TANGENT = (1 << 11),
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VB_HAS_BINORMAL = (1 << 12),
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VB_COL_SHIFT = 13,
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VB_HAS_COL0 = (1 << 13),
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VB_HAS_COL1 = (1 << 14),
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VB_HAS_UV0 = (1 << 15),
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VB_HAS_UV1 = (1 << 16),
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VB_HAS_UV2 = (1 << 17),
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VB_HAS_UV3 = (1 << 18),
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VB_HAS_UV4 = (1 << 19),
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VB_HAS_UV5 = (1 << 20),
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VB_HAS_UV6 = (1 << 21),
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VB_HAS_UV7 = (1 << 22),
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VB_HAS_UVALL = (0xff << 15),
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VB_HAS_UVTEXMTXSHIFT = 13,
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};
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struct AttributeFormat
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{
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ComponentFormat type;
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int components;
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int offset;
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bool enable;
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bool integer;
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};
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struct PortableVertexDeclaration
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{
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int stride;
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AttributeFormat position;
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std::array<AttributeFormat, 3> normals;
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std::array<AttributeFormat, 2> colors;
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std::array<AttributeFormat, 8> texcoords;
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AttributeFormat posmtx;
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// Make sure we initialize padding to 0 since padding is included in the == memcmp
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PortableVertexDeclaration() { memset(this, 0, sizeof(*this)); }
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inline bool operator<(const PortableVertexDeclaration& b) const
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{
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return memcmp(this, &b, sizeof(PortableVertexDeclaration)) < 0;
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}
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inline bool operator==(const PortableVertexDeclaration& b) const
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{
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return memcmp(this, &b, sizeof(PortableVertexDeclaration)) == 0;
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}
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};
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static_assert(std::is_trivially_copyable_v<PortableVertexDeclaration>,
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"Make sure we can memset-initialize");
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template <>
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struct std::hash<PortableVertexDeclaration>
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{
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// Implementation from Wikipedia.
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template <typename T>
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static u32 Fletcher32(const T& data)
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{
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static_assert(sizeof(T) % sizeof(u16) == 0);
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auto buf = reinterpret_cast<const u16*>(&data);
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size_t len = sizeof(T) / sizeof(u16);
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u32 sum1 = 0xffff, sum2 = 0xffff;
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while (len)
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{
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size_t tlen = len > 360 ? 360 : len;
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len -= tlen;
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do
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{
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sum1 += *buf++;
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sum2 += sum1;
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} while (--tlen);
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sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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}
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// Second reduction step to reduce sums to 16 bits
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sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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return (sum2 << 16 | sum1);
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}
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size_t operator()(const PortableVertexDeclaration& decl) const noexcept
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{
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return Fletcher32(decl);
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}
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};
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// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
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// is in the respective backend, not here in VideoCommon.
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// Note that this class can't just invent arbitrary vertex formats out of its input -
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// all the data loading code must always be made compatible.
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class NativeVertexFormat
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{
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public:
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NativeVertexFormat(const PortableVertexDeclaration& vtx_decl) : m_decl(vtx_decl) {}
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virtual ~NativeVertexFormat() {}
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NativeVertexFormat(const NativeVertexFormat&) = delete;
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NativeVertexFormat& operator=(const NativeVertexFormat&) = delete;
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NativeVertexFormat(NativeVertexFormat&&) = default;
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NativeVertexFormat& operator=(NativeVertexFormat&&) = default;
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u32 GetVertexStride() const { return m_decl.stride; }
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const PortableVertexDeclaration& GetVertexDeclaration() const { return m_decl; }
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protected:
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PortableVertexDeclaration m_decl;
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};
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