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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 12:39:13 +12:00
Cleanup for #98
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parent
2f45714240
commit
7b6cd90d36
10 changed files with 95 additions and 33 deletions
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@ -134,7 +134,10 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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}
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case VertexFloatUniformIndex: shaderUnit.vs.setFloatUniformIndex(value); break;
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case VertexFloatUniformIndex: {
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shaderUnit.vs.setFloatUniformIndex(value);
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break;
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}
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case VertexFloatUniformData0:
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case VertexFloatUniformData1:
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@ -143,7 +146,10 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case VertexFloatUniformData4:
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case VertexFloatUniformData5:
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case VertexFloatUniformData6:
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case VertexFloatUniformData7: shaderUnit.vs.uploadFloatUniform(value); break;
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case VertexFloatUniformData7: {
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shaderUnit.vs.uploadFloatUniform(value);
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break;
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}
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case FixedAttribIndex:
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fixedAttribCount = 0;
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@ -208,7 +214,10 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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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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case 0:
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case 3: immediateModeVertIndex = 0; break;
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case 3: {
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immediateModeVertIndex = 0;
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break;
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}
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// Triangle strip. Draw triangle, discard first vertex and keep the last 2
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case 1:
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@ -233,7 +242,10 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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case VertexShaderOpDescriptorIndex: shaderUnit.vs.setOpDescriptorIndex(value); break;
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case VertexShaderOpDescriptorIndex: {
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shaderUnit.vs.setOpDescriptorIndex(value);
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break;
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}
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case VertexShaderOpDescriptorData0:
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case VertexShaderOpDescriptorData1:
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@ -242,14 +254,23 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case VertexShaderOpDescriptorData4:
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case VertexShaderOpDescriptorData5:
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case VertexShaderOpDescriptorData6:
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case VertexShaderOpDescriptorData7: shaderUnit.vs.uploadDescriptor(value); break;
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case VertexShaderOpDescriptorData7: {
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shaderUnit.vs.uploadDescriptor(value);
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break;
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}
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case VertexBoolUniform: shaderUnit.vs.boolUniform = value & 0xffff; break;
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case VertexBoolUniform: {
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shaderUnit.vs.boolUniform = value & 0xffff;
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break;
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}
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case VertexIntUniform0:
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case VertexIntUniform1:
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case VertexIntUniform2:
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case VertexIntUniform3: shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, value); break;
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case VertexIntUniform3: {
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shaderUnit.vs.uploadIntUniform(index - VertexIntUniform0, value);
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break;
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}
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case VertexShaderData0:
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case VertexShaderData1:
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@ -258,9 +279,15 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case VertexShaderData4:
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case VertexShaderData5:
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case VertexShaderData6:
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case VertexShaderData7: shaderUnit.vs.uploadWord(value); break;
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case VertexShaderData7: {
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shaderUnit.vs.uploadWord(value);
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break;
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}
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case VertexShaderEntrypoint: shaderUnit.vs.entrypoint = value & 0xffff; break;
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case VertexShaderEntrypoint: {
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shaderUnit.vs.entrypoint = value & 0xffff;
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break;
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}
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case VertexShaderTransferEnd:
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if (value != 0) shaderUnit.vs.finalize();
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