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eaa1ea71c1
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements. please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXMANAGER_H
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#define _VERTEXMANAGER_H
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#include "CPMemory.h"
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#include "VertexLoader.h"
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#include "VertexManagerBase.h"
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namespace DX9
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{
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class VertexManager : public ::VertexManager
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{
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public:
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NativeVertexFormat* CreateNativeVertexFormat();
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void GetElements(NativeVertexFormat* format, D3DVERTEXELEMENT9** elems, int* num);
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void CreateDeviceObjects();
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void DestroyDeviceObjects();
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private:
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u32 m_vertex_buffer_cursor;
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u32 m_vertex_buffer_size;
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u32 m_index_buffer_cursor;
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u32 m_index_buffer_size;
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u32 m_buffers_count;
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u32 m_current_vertex_buffer;
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u32 m_current_index_buffer;
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LPDIRECT3DVERTEXBUFFER9 *m_vertex_buffers;
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LPDIRECT3DINDEXBUFFER9 *m_index_buffers;
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void PrepareDrawBuffers(u32 stride);
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void DrawVertexBuffer(int stride);
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void DrawVertexArray(int stride);
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// temp
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void vFlush();
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};
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}
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#endif
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