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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 07:05:40 +12:00
[GPU] Move texture binding into its own method
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parent
4cb7e3625b
commit
6b610a82d6
2 changed files with 37 additions and 34 deletions
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@ -84,6 +84,7 @@ class Renderer {
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void setupBlending();
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void bindDepthBuffer();
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void setupTextureEnvState();
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void bindTexturesToSlots();
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public:
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Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs) : gpu(gpu), regs(internalRegs) {}
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@ -511,6 +511,41 @@ void Renderer::setupTextureEnvState() {
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glUniform1ui(textureEnvBufferColorLoc, regs[0xfd]);
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}
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void Renderer::bindTexturesToSlots() {
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static constexpr std::array<u32, 3> ioBases = {
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0x80, 0x90, 0x98
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};
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for (int i = 0; i < 3; i++) {
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if ((regs[0x80] & (1 << i)) == 0) {
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continue;
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}
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const size_t ioBase = ioBases[i];
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const u32 dim = regs[ioBase + 2];
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const u32 config = regs[ioBase + 3];
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const u32 height = dim & 0x7ff;
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const u32 width = getBits<16, 11>(dim);
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const u32 addr = (regs[ioBase + 5] & 0x0FFFFFFF) << 3;
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u32 format = regs[ioBase + (i == 0 ? 14 : 6)] & 0xF;
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glActiveTexture(GL_TEXTURE0 + i);
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Texture targetTex(addr, static_cast<PICA::TextureFmt>(format), width, height, config);
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OpenGL::Texture tex = getTexture(targetTex);
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tex.bind();
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}
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glActiveTexture(GL_TEXTURE0);
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// Update the texture unit configuration uniform if it changed
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const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
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if (oldTexUnitConfig != texUnitConfig) {
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oldTexUnitConfig = texUnitConfig;
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glUniform1ui(texUnitConfigLoc, texUnitConfig);
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}
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}
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
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// The fourth type is meant to be "Geometry primitive". TODO: Find out what that is
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static constexpr std::array<OpenGL::Primitives, 4> primTypes = {
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@ -570,40 +605,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
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}
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setupTextureEnvState();
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// Bind textures 0 to 2
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for (int i = 0; i < 3; i++) {
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if ((regs[0x80] & (1 << i)) == 0) {
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continue;
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}
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static constexpr std::array<u32, 3> ioBases = {
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0x80, 0x90, 0x98
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};
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const size_t ioBase = ioBases[i];
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const u32 dim = regs[ioBase + 2];
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const u32 config = regs[ioBase + 3];
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const u32 height = dim & 0x7ff;
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const u32 width = getBits<16, 11>(dim);
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const u32 addr = (regs[ioBase + 5] & 0x0FFFFFFF) << 3;
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u32 format = regs[ioBase + (i == 0 ? 14 : 6)] & 0xF;
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glActiveTexture(GL_TEXTURE0 + i);
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Texture targetTex(addr, static_cast<PICA::TextureFmt>(format), width, height, config);
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OpenGL::Texture tex = getTexture(targetTex);
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tex.bind();
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}
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glActiveTexture(GL_TEXTURE0);
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// Update the texture unit configuration uniform if it changed
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const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
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if (oldTexUnitConfig != texUnitConfig) {
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oldTexUnitConfig = texUnitConfig;
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glUniform1ui(texUnitConfigLoc, texUnitConfig);
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}
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bindTexturesToSlots();
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// TODO: Actually use this
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float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
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