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Remove gfx_es2/vertex_format
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c219793803
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@@ -923,8 +923,6 @@ add_library(native STATIC
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ext/native/gfx_es2/gpu_features.h
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ext/native/gfx_es2/glsl_program.cpp
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ext/native/gfx_es2/glsl_program.h
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ext/native/gfx_es2/vertex_format.cpp
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ext/native/gfx_es2/vertex_format.h
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ext/native/gfx_es2/gl3stub.c
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ext/native/gfx_es2/gl3stub.h
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ext/native/i18n/i18n.cpp
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@@ -73,7 +73,6 @@ LOCAL_SRC_FILES :=\
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gfx_es2/gl3stub.c \
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gfx_es2/draw_buffer.cpp.arm \
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gfx_es2/draw_text.cpp.arm \
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gfx_es2/vertex_format.cpp \
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gfx/gl_debug_log.cpp \
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gfx/gl_lost_manager.cpp \
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gfx/texture_atlas.cpp \
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@@ -1,11 +1,9 @@
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set(SRCS
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draw_buffer.cpp
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draw_text.cpp
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fbo.cpp
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glsl_program.cpp
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gpu_features.cpp
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gl_state.cpp
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vertex_format.cpp)
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gl_state.cpp)
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set(SRCS ${SRCS})
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@@ -1,71 +0,0 @@
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#include "base/logging.h"
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/vertex_format.h"
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static const GLuint formatLookup[16] = {
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GL_FLOAT,
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0, //GL_HALF_FLOAT_EXT,
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GL_UNSIGNED_SHORT,
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GL_UNSIGNED_BYTE,
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0, //GL_UNSIGNED_INT_10_10_10_2,
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0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0
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};
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void SetVertexFormat(const GLSLProgram *program, uint32_t vertexFormat) {
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// First special case our favorites
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if (vertexFormat == (POS_FLOAT | NRM_FLOAT | UV0_FLOAT)) {
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const int vertexSize = 3*4 + 3*4 + 2*4;
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glUniform1i(program->sampler0, 0);
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glEnableVertexAttribArray(program->a_position);
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glEnableVertexAttribArray(program->a_normal);
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glEnableVertexAttribArray(program->a_texcoord0);
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glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, vertexSize, (void *)0);
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glVertexAttribPointer(program->a_normal, 3, GL_FLOAT, GL_FALSE, vertexSize, (void *)12);
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, vertexSize, (void *)24);
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return;
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}
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// Then have generic code here.
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int vertexSize = 0;
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FLOG("TODO: Write generic code.");
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if (vertexFormat & UV0_MASK) {
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glUniform1i(program->sampler0, 0);
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}
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glEnableVertexAttribArray(program->a_position);
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glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, vertexSize, (void *)0);
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if (vertexFormat & NRM_MASK) {
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glEnableVertexAttribArray(program->a_normal);
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glVertexAttribPointer(program->a_normal, 3, GL_FLOAT, GL_FALSE, vertexSize, (void *)12);
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}
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if (vertexFormat & UV0_MASK) {
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glEnableVertexAttribArray(program->a_texcoord0);
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, vertexSize, (void *)24);
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}
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if (vertexFormat & UV1_MASK) {
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glEnableVertexAttribArray(program->a_texcoord1);
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glVertexAttribPointer(program->a_texcoord1, 2, GL_FLOAT, GL_FALSE, vertexSize, (void *)24);
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}
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if (vertexFormat & RGBA_MASK) {
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glEnableVertexAttribArray(program->a_color);
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glVertexAttribPointer(program->a_color, 4, GL_FLOAT, GL_FALSE, vertexSize, (void *)28);
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}
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}
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// TODO: Save state so that we can get rid of this.
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void UnsetVertexFormat(const GLSLProgram *program, uint32_t vertexFormat) {
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glDisableVertexAttribArray(program->a_position);
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if (vertexFormat & NRM_MASK)
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glDisableVertexAttribArray(program->a_normal);
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if (vertexFormat & UV0_MASK)
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glDisableVertexAttribArray(program->a_texcoord0);
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if (vertexFormat & UV1_MASK)
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glDisableVertexAttribArray(program->a_texcoord1);
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if (vertexFormat & RGBA_MASK)
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glDisableVertexAttribArray(program->a_color);
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}
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@@ -1,51 +0,0 @@
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#pragma once
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// TODO: Actually use for something :)
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#include "base/basictypes.h"
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// Vertex format flags
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enum VtxFmt {
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POS_FLOAT = 1,
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POS_FLOAT16 = 2,
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POS_UINT16 = 3,
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POS_UINT8 = 4,
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POS_101010 = 5,
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NRM_FLOAT = 1 << 4,
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NRM_FLOAT16 = 2 << 4,
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NRM_SINT16 = 3 << 4,
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NRM_UINT8 = 4 << 4,
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NRM_101010 = 5 << 4,
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TANGENT_FLOAT = 1 << 8,
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//....
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UV0_NONE = 1 << 12,
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UV0_FLOAT = 1 << 12,
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// ....
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UV1_NONE = 1 << 16,
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UV1_FLOAT = 1 << 16,
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RGBA_NONE = 0 << 20,
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RGBA_FLOAT = 1 << 20,
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RGBA_FLOAT16 = 2 << 20,
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RGBA_UINT16 = 3 << 20,
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RGBA_UINT8 = 4 << 20,
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RGBA_101010 = 5 << 20,
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POS_MASK = 0x0000000F,
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NRM_MASK = 0x000000F0,
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TANGENT_MASK = 0x00000F00,
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UV0_MASK = 0x0000F000,
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UV1_MASK = 0x000F0000,
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RGBA_MASK = 0x00F00000,
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// Can add more here, such as a generic AUX or something. Don't know what to use it for though. Hardness for cloth sim?
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};
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struct GLSLProgram;
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// When calling this, the relevant vertex buffer must be bound to GL_ARRAY_BUFFER.
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void SetVertexFormat(const GLSLProgram *program, uint32_t format);
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void UnsetVertexFormat(const GLSLProgram *program, uint32_t format);
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@@ -237,7 +237,6 @@
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<ClInclude Include="gfx_es2\gl3stub.h" />
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<ClInclude Include="gfx_es2\glsl_program.h" />
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<ClInclude Include="gfx_es2\gpu_features.h" />
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<ClInclude Include="gfx_es2\vertex_format.h" />
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<ClInclude Include="i18n\i18n.h" />
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<ClInclude Include="image\png_load.h" />
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<ClInclude Include="image\zim_load.h" />
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@@ -698,7 +697,6 @@
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</ClCompile>
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<ClCompile Include="gfx_es2\glsl_program.cpp" />
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<ClCompile Include="gfx_es2\gpu_features.cpp" />
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<ClCompile Include="gfx_es2\vertex_format.cpp" />
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<ClCompile Include="i18n\i18n.cpp" />
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<ClCompile Include="image\png_load.cpp" />
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<ClCompile Include="image\zim_load.cpp" />
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@@ -111,9 +111,6 @@
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<ClInclude Include="file\path.h">
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<Filter>file</Filter>
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</ClInclude>
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<ClInclude Include="gfx_es2\vertex_format.h">
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<Filter>gfx</Filter>
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</ClInclude>
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<ClInclude Include="base\NativeApp.h">
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<Filter>base</Filter>
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</ClInclude>
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@@ -383,9 +380,6 @@
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<ClCompile Include="file\path.cpp">
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<Filter>file</Filter>
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</ClCompile>
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<ClCompile Include="gfx_es2\vertex_format.cpp">
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<Filter>gfx</Filter>
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</ClCompile>
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<ClCompile Include="base\display.cpp">
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<Filter>base</Filter>
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</ClCompile>
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