#ifndef _VERTEXMANAGERBASE_H #define _VERTEXMANAGERBASE_H class NativeVertexFormat; class PointerWrap; class VertexManager { private: // What are the actual values? static const u32 SMALLEST_POSSIBLE_VERTEX = 1; static const u32 LARGEST_POSSIBLE_VERTEX = 188; static const u32 MAX_PRIMITIVES_PER_COMMAND = (u16)-1; public: // values from OGL backend //static const u32 MAXVBUFFERSIZE = 0x1FFFF; // values from DX9/11 backend static const u32 MAXVBUFFERSIZE = MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX; // We may convert triangle-fans to triangle-lists, almost 3x as many indices. // Watching for a full index buffer would probably be smarter than this calculation. static const u32 MAXIBUFFERSIZE = MAXVBUFFERSIZE * 3 / SMALLEST_POSSIBLE_VERTEX; //static const u32 MAXIBUFFERSIZE = MAX_PRIMITIVES_PER_COMMAND * 3; VertexManager(); // needs to be virtual for DX11's dtor virtual ~VertexManager(); static void AddVertices(int _primitive, u32 _numVertices); static u8 *s_pCurBufferPointer; static u8 *s_pBaseBufferPointer; static u8 *s_pEndBufferPointer; static int GetRemainingSize(); //int GetRemainingVertices(int primitive); static void Flush(); virtual ::NativeVertexFormat* CreateNativeVertexFormat() = 0; // TODO: use these instead of TIBuffer, etc // u16* GetTriangleIndexBuffer() { return TIBuffer; } // u16* GetLineIndexBuffer() { return LIBuffer; } // u16* GetPointIndexBuffer() { return PIBuffer; } // u8* GetVertexBuffer() { return s_pBaseBufferPointer; } static void DoState(PointerWrap& p); virtual void CreateDeviceObjects(){}; virtual void DestroyDeviceObjects(){}; protected: u16* TIBuffer; u16* LIBuffer; u16* PIBuffer; virtual void vDoState(PointerWrap& p) { DoStateShared(p); } void DoStateShared(PointerWrap& p); private: bool IsFlushed() const; void ResetBuffer(); //virtual void Draw(u32 stride, bool alphapass) = 0; // temp virtual void vFlush() = 0; u8* LocalVBuffer; }; extern VertexManager *g_vertex_manager; #endif