forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			123 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 <functional> // for hash
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#include "Common/Common.h"
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#include "Common/Hash.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_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 Initialize(const PortableVertexDeclaration &vtx_decl) = 0;
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	virtual void SetupVertexPointers() = 0;
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	u32 GetVertexStride() const { return vertex_stride; }
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	// TODO: move this under private:
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	u32 m_components;  // VB_HAS_X. Bitmask telling what vertex components are present.
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protected:
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	// Let subclasses construct.
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	NativeVertexFormat() {}
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	u32 vertex_stride;
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};
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