[GPU] Move texture binding into its own method

This commit is contained in:
fleroviux 2023-06-20 22:58:52 +02:00
parent 4cb7e3625b
commit 6b610a82d6
2 changed files with 37 additions and 34 deletions

View file

@ -84,6 +84,7 @@ class Renderer {
void setupBlending();
void bindDepthBuffer();
void setupTextureEnvState();
void bindTexturesToSlots();
public:
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs) : gpu(gpu), regs(internalRegs) {}

View file

@ -511,6 +511,41 @@ void Renderer::setupTextureEnvState() {
glUniform1ui(textureEnvBufferColorLoc, regs[0xfd]);
}
void Renderer::bindTexturesToSlots() {
static constexpr std::array<u32, 3> ioBases = {
0x80, 0x90, 0x98
};
for (int i = 0; i < 3; i++) {
if ((regs[0x80] & (1 << i)) == 0) {
continue;
}
const size_t ioBase = ioBases[i];
const u32 dim = regs[ioBase + 2];
const u32 config = regs[ioBase + 3];
const u32 height = dim & 0x7ff;
const u32 width = getBits<16, 11>(dim);
const u32 addr = (regs[ioBase + 5] & 0x0FFFFFFF) << 3;
u32 format = regs[ioBase + (i == 0 ? 14 : 6)] & 0xF;
glActiveTexture(GL_TEXTURE0 + i);
Texture targetTex(addr, static_cast<PICA::TextureFmt>(format), width, height, config);
OpenGL::Texture tex = getTexture(targetTex);
tex.bind();
}
glActiveTexture(GL_TEXTURE0);
// Update the texture unit configuration uniform if it changed
const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
if (oldTexUnitConfig != texUnitConfig) {
oldTexUnitConfig = texUnitConfig;
glUniform1ui(texUnitConfigLoc, texUnitConfig);
}
}
void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
@ -570,40 +605,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
}
setupTextureEnvState();
// Bind textures 0 to 2
for (int i = 0; i < 3; i++) {
if ((regs[0x80] & (1 << i)) == 0) {
continue;
}
static constexpr std::array<u32, 3> ioBases = {
0x80, 0x90, 0x98
};
const size_t ioBase = ioBases[i];
const u32 dim = regs[ioBase + 2];
const u32 config = regs[ioBase + 3];
const u32 height = dim & 0x7ff;
const u32 width = getBits<16, 11>(dim);
const u32 addr = (regs[ioBase + 5] & 0x0FFFFFFF) << 3;
u32 format = regs[ioBase + (i == 0 ? 14 : 6)] & 0xF;
glActiveTexture(GL_TEXTURE0 + i);
Texture targetTex(addr, static_cast<PICA::TextureFmt>(format), width, height, config);
OpenGL::Texture tex = getTexture(targetTex);
tex.bind();
}
glActiveTexture(GL_TEXTURE0);
// Update the texture unit configuration uniform if it changed
const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
if (oldTexUnitConfig != texUnitConfig) {
oldTexUnitConfig = texUnitConfig;
glUniform1ui(texUnitConfigLoc, texUnitConfig);
}
bindTexturesToSlots();
// TODO: Actually use this
float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;