Renderer: Move cull mode to a rasterization state object

Also moves logic for primitive handling to VideoCommon.
This commit is contained in:
Stenzek 2017-04-30 18:07:57 +10:00
parent 2869c570f1
commit 836b9b9acb
38 changed files with 389 additions and 450 deletions

View file

@ -221,7 +221,8 @@ void ProgramShaderCache::UploadConstants()
}
}
SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat* vertex_format)
SHADER* ProgramShaderCache::SetShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
{
if (g_ActiveConfig.bDisableSpecializedShaders)
return SetUberShader(primitive_type, vertex_format);
@ -292,7 +293,8 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
return &last_entry->shader;
}
SHADER* ProgramShaderCache::SetUberShader(u32 primitive_type, const GLVertexFormat* vertex_format)
SHADER* ProgramShaderCache::SetUberShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
{
UBERSHADERUID uid;
std::memset(&uid, 0, sizeof(uid));
@ -1295,7 +1297,7 @@ void ProgramShaderCache::DestroyPrerenderArrays(SharedContextData* data)
}
}
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, u32 primitive_type)
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type)
{
// This is called on a worker thread, so we don't want to use the normal binding process.
glUseProgram(shader.glprogid);
@ -1303,15 +1305,18 @@ void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, u32 primitive_
// The number of primitives drawn depends on the type.
switch (primitive_type)
{
case PRIMITIVE_POINTS:
case PrimitiveType::Points:
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_SHORT, nullptr);
break;
case PRIMITIVE_LINES:
case PrimitiveType::Lines:
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, nullptr);
break;
case PRIMITIVE_TRIANGLES:
case PrimitiveType::Triangles:
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);
break;
case PrimitiveType::TriangleStrip:
glDrawElements(GL_TRIANGLE_STRIP, 3, GL_UNSIGNED_SHORT, nullptr);
break;
}
// Has to be finished by the time the main thread picks it up.