dolphin/Source/Core/VideoCommon/NativeVertexFormat.h
Lioncash 5bfaa3a966 NativeVertexFormat: Collapse std namespace and mark hash noexcept
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.
2024-01-31 12:37:44 -05:00

143 lines
3.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <cstring>
#include <functional> // for hash
#include "Common/CommonTypes.h"
#include "VideoCommon/CPMemory.h"
// m_components
enum : u32
{
VB_HAS_POSMTXIDX = (1 << 1),
VB_HAS_TEXMTXIDX0 = (1 << 2),
VB_HAS_TEXMTXIDX1 = (1 << 3),
VB_HAS_TEXMTXIDX2 = (1 << 4),
VB_HAS_TEXMTXIDX3 = (1 << 5),
VB_HAS_TEXMTXIDX4 = (1 << 6),
VB_HAS_TEXMTXIDX5 = (1 << 7),
VB_HAS_TEXMTXIDX6 = (1 << 8),
VB_HAS_TEXMTXIDX7 = (1 << 9),
VB_HAS_TEXMTXIDXALL = (0xff << 2),
// VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
VB_HAS_NORMAL = (1 << 10),
VB_HAS_TANGENT = (1 << 11),
VB_HAS_BINORMAL = (1 << 12),
VB_COL_SHIFT = 13,
VB_HAS_COL0 = (1 << 13),
VB_HAS_COL1 = (1 << 14),
VB_HAS_UV0 = (1 << 15),
VB_HAS_UV1 = (1 << 16),
VB_HAS_UV2 = (1 << 17),
VB_HAS_UV3 = (1 << 18),
VB_HAS_UV4 = (1 << 19),
VB_HAS_UV5 = (1 << 20),
VB_HAS_UV6 = (1 << 21),
VB_HAS_UV7 = (1 << 22),
VB_HAS_UVALL = (0xff << 15),
VB_HAS_UVTEXMTXSHIFT = 13,
};
struct AttributeFormat
{
ComponentFormat type;
int components;
int offset;
bool enable;
bool integer;
};
struct PortableVertexDeclaration
{
int stride;
AttributeFormat position;
std::array<AttributeFormat, 3> normals;
std::array<AttributeFormat, 2> colors;
std::array<AttributeFormat, 8> texcoords;
AttributeFormat posmtx;
// Make sure we initialize padding to 0 since padding is included in the == memcmp
PortableVertexDeclaration() { memset(this, 0, sizeof(*this)); }
inline bool operator<(const PortableVertexDeclaration& b) const
{
return memcmp(this, &b, sizeof(PortableVertexDeclaration)) < 0;
}
inline bool operator==(const PortableVertexDeclaration& b) const
{
return memcmp(this, &b, sizeof(PortableVertexDeclaration)) == 0;
}
};
static_assert(std::is_trivially_copyable_v<PortableVertexDeclaration>,
"Make sure we can memset-initialize");
template <>
struct std::hash<PortableVertexDeclaration>
{
// Implementation from Wikipedia.
template <typename T>
static u32 Fletcher32(const T& data)
{
static_assert(sizeof(T) % sizeof(u16) == 0);
auto buf = reinterpret_cast<const u16*>(&data);
size_t len = sizeof(T) / sizeof(u16);
u32 sum1 = 0xffff, sum2 = 0xffff;
while (len)
{
size_t tlen = len > 360 ? 360 : len;
len -= tlen;
do
{
sum1 += *buf++;
sum2 += sum1;
} while (--tlen);
sum1 = (sum1 & 0xffff) + (sum1 >> 16);
sum2 = (sum2 & 0xffff) + (sum2 >> 16);
}
// Second reduction step to reduce sums to 16 bits
sum1 = (sum1 & 0xffff) + (sum1 >> 16);
sum2 = (sum2 & 0xffff) + (sum2 >> 16);
return (sum2 << 16 | sum1);
}
size_t operator()(const PortableVertexDeclaration& decl) const noexcept
{
return Fletcher32(decl);
}
};
// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
// is in the respective backend, not here in VideoCommon.
// Note that this class can't just invent arbitrary vertex formats out of its input -
// all the data loading code must always be made compatible.
class NativeVertexFormat
{
public:
NativeVertexFormat(const PortableVertexDeclaration& vtx_decl) : m_decl(vtx_decl) {}
virtual ~NativeVertexFormat() {}
NativeVertexFormat(const NativeVertexFormat&) = delete;
NativeVertexFormat& operator=(const NativeVertexFormat&) = delete;
NativeVertexFormat(NativeVertexFormat&&) = default;
NativeVertexFormat& operator=(NativeVertexFormat&&) = default;
u32 GetVertexStride() const { return m_decl.stride; }
const PortableVertexDeclaration& GetVertexDeclaration() const { return m_decl; }
protected:
PortableVertexDeclaration m_decl;
};