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https://github.com/wheremyfoodat/Panda3DS.git
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Add PICA texel-format and topology types
Slowly stepping the codebase towards having renderer-agnostic types and keeping the translation of PICA-types to OpenGL/VK/DX/Software/etc to the renderer-backend.
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parent
d0ae5f0546
commit
78a3f9fa23
6 changed files with 85 additions and 76 deletions
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@ -55,11 +55,12 @@ void GPU::drawArrays() {
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// Configures the type of primitive and the number of vertex shader outputs
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const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
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const u32 primType = Helpers::getBits<8, 2>(primConfig);
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if (primType != 0 && primType != 1 && primType != 3) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
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const PICAPrimType primType = static_cast<PICAPrimType>(Helpers::getBits<8, 2>(primConfig));
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if (primType == PICAPrimType::TriangleFan) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
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if (vertexCount > Renderer::vertexBufferSize) Helpers::panic("[PICA] vertexCount > vertexBufferSize");
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if ((primType == 0 && vertexCount % 3) || (primType == 1 && vertexCount < 3)) {
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if ((primType == PICAPrimType::TriangleList && vertexCount % 3) ||
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(primType == PICAPrimType::TriangleStrip && vertexCount < 3)) {
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Helpers::panic("Invalid vertex count for primitive. Type: %d, vert count: %d\n", primType, vertexCount);
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}
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@ -203,12 +204,7 @@ void GPU::drawArrays() {
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//printf("(u, v ) = (%f, %f)\n", vertices[i].UVs.u(), vertices[i].UVs.v());
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}
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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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OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
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};
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const auto shape = primTypes[primType];
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renderer.drawVertices(shape, std::span(vertices).first(vertexCount));
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renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
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}
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Vertex GPU::getImmediateModeVertex() {
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@ -68,7 +68,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case ColourBufferFormat: {
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u32 format = getBits<16, 3>(value);
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renderer.setColourFormat(format);
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renderer.setColourFormat(static_cast<PICAColorFmt>(format));
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break;
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}
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@ -79,8 +79,8 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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}
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case DepthBufferFormat: {
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u32 fmt = value & 0x3;
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renderer.setDepthFormat(fmt);
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u32 format = value & 0x3;
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renderer.setDepthFormat(static_cast<PICADepthFmt>(format));
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break;
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}
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@ -157,7 +157,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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// If we've reached 3 verts, issue a draw call
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// Handle rendering depending on the primitive type
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if (immediateModeVertIndex == 3) {
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renderer.drawVertices(OpenGL::Triangle, immediateModeVertices);
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renderer.drawVertices(PICAPrimType::TriangleList, immediateModeVertices);
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switch (primType) {
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// Triangle or geometry primitive. Draw a triangle and discard all vertices
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@ -144,10 +144,10 @@ void Renderer::reset() {
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// Init the colour/depth buffer settings to some random defaults on reset
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colourBufferLoc = 0;
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colourBufferFormat = ColourBuffer::Formats::RGBA8;
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colourBufferFormat = PICAColorFmt::RGBA8;
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depthBufferLoc = 0;
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depthBufferFormat = DepthBuffer::Formats::Depth16;
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depthBufferFormat = PICADepthFmt::Depth16;
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if (triangleProgram.exists()) {
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const auto oldProgram = OpenGL::getProgram();
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@ -264,7 +264,13 @@ void Renderer::setupBlending() {
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}
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}
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void Renderer::drawVertices(OpenGL::Primitives primType, std::span<const Vertex> vertices) {
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void Renderer::drawVertices(PICAPrimType 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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OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
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};
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const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
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// Adjust alpha test if necessary
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const u32 alphaControl = regs[PICAInternalRegs::AlphaTestConfig];
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if (alphaControl != oldAlphaControl) {
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@ -352,7 +358,7 @@ void Renderer::drawVertices(OpenGL::Primitives primType, std::span<const Vertex>
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}
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vbo.bufferVertsSub(vertices);
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OpenGL::draw(primType, vertices.size());
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OpenGL::draw(primitiveTopology, vertices.size());
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}
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constexpr u32 topScreenBuffer = 0x1f000000;
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@ -423,8 +429,8 @@ void Renderer::bindDepthBuffer() {
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tex = depthBufferCache.add(sampleBuffer).texture.m_handle;
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}
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if (DepthBuffer::Formats::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
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auto attachment = depthBufferFormat == DepthBuffer::Formats::Depth24Stencil8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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if (PICADepthFmt::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
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auto attachment = depthBufferFormat == PICADepthFmt::Depth24Stencil8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
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}
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