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03f2c9648d
This frees up 21 bits and allows us to shorten the UID struct by an entire 32 bits. It's not strictly needed (as it's encoded into the length) but I added a bit for per-pixel lighiting to make my life easier in the following commits.
118 lines
2.8 KiB
C++
118 lines
2.8 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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 "Common/Hash.h"
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#include "Common/NonCopyable.h"
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// m_components
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enum
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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_NRM0 = (1 << 10),
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VB_HAS_NRM1 = (1 << 11),
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VB_HAS_NRM2 = (1 << 12),
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VB_HAS_NRMALL = (7 << 10),
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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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enum VarType
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{
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VAR_UNSIGNED_BYTE, // GX_U8 = 0
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VAR_BYTE, // GX_S8 = 1
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VAR_UNSIGNED_SHORT, // GX_U16 = 2
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VAR_SHORT, // GX_S16 = 3
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VAR_FLOAT, // GX_F32 = 4
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};
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struct AttributeFormat
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{
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VarType 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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AttributeFormat normals[3];
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AttributeFormat colors[2];
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AttributeFormat texcoords[8];
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AttributeFormat posmtx;
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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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namespace std
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{
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template <>
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struct hash<PortableVertexDeclaration>
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{
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size_t operator()(const PortableVertexDeclaration& decl) const
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{
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return HashFletcher((u8*)&decl, sizeof(decl));
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}
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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 : NonCopyable
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{
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public:
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virtual ~NativeVertexFormat() {}
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virtual void SetupVertexPointers() = 0;
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u32 GetVertexStride() const { return vtx_decl.stride; }
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const PortableVertexDeclaration& GetVertexDeclaration() const { return vtx_decl; }
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protected:
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// Let subclasses construct.
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NativeVertexFormat() {}
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PortableVertexDeclaration vtx_decl;
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};
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