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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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d0ae5f0546
commit
78a3f9fa23
6 changed files with 85 additions and 76 deletions
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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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