Migrate PICA-types into PICA namespace

Rather than prefixing these types with `PICA`, a namespace is used instead.
This commit is contained in:
Wunkolo 2023-06-17 18:23:47 -07:00
parent 78a3f9fa23
commit 838d3f27f9
7 changed files with 204 additions and 201 deletions

View file

@ -47,7 +47,7 @@ class GPU {
};
u64 getVertexShaderInputConfig() {
return u64(regs[PICAInternalRegs::VertexShaderInputCfgLow]) | (u64(regs[PICAInternalRegs::VertexShaderInputCfgHigh]) << 32);
return u64(regs[PICA::InternalRegs::VertexShaderInputCfgLow]) | (u64(regs[PICA::InternalRegs::VertexShaderInputCfgHigh]) << 32);
}
std::array<AttribInfo, maxAttribCount> attributeInfo; // Info for each of the 12 attributes

View file

@ -1,177 +1,180 @@
#pragma once
#include "helpers.hpp"
namespace PICAInternalRegs {
enum : u32 {
// Rasterizer registers
ViewportWidth = 0x41,
ViewportInvw = 0x42,
ViewportHeight = 0x43,
ViewportInvh = 0x44,
namespace PICA {
namespace InternalRegs {
enum : u32 {
// Rasterizer registers
ViewportWidth = 0x41,
ViewportInvw = 0x42,
ViewportHeight = 0x43,
ViewportInvh = 0x44,
DepthScale = 0x4D,
DepthOffset = 0x4E,
ShaderOutputCount = 0x4F,
DepthScale = 0x4D,
DepthOffset = 0x4E,
ShaderOutputCount = 0x4F,
DepthmapEnable = 0x6D,
TexUnitCfg = 0x80,
DepthmapEnable = 0x6D,
TexUnitCfg = 0x80,
// Framebuffer registers
ColourOperation = 0x100,
BlendFunc = 0x101,
BlendColour = 0x103,
AlphaTestConfig = 0x104,
DepthAndColorMask = 0x107,
DepthBufferFormat = 0x116,
ColourBufferFormat = 0x117,
DepthBufferLoc = 0x11C,
ColourBufferLoc = 0x11D,
FramebufferSize = 0x11E,
// Framebuffer registers
ColourOperation = 0x100,
BlendFunc = 0x101,
BlendColour = 0x103,
AlphaTestConfig = 0x104,
DepthAndColorMask = 0x107,
DepthBufferFormat = 0x116,
ColourBufferFormat = 0x117,
DepthBufferLoc = 0x11C,
ColourBufferLoc = 0x11D,
FramebufferSize = 0x11E,
// Geometry pipeline registers
VertexAttribLoc = 0x200,
AttribFormatLow = 0x201,
AttribFormatHigh = 0x202,
IndexBufferConfig = 0x227,
VertexCountReg = 0x228,
VertexOffsetReg = 0x22A,
SignalDrawArrays = 0x22E,
SignalDrawElements = 0x22F,
// Geometry pipeline registers
VertexAttribLoc = 0x200,
AttribFormatLow = 0x201,
AttribFormatHigh = 0x202,
IndexBufferConfig = 0x227,
VertexCountReg = 0x228,
VertexOffsetReg = 0x22A,
SignalDrawArrays = 0x22E,
SignalDrawElements = 0x22F,
Attrib0Offset = 0x203,
Attrib1Offset = 0x206,
Attrib2Offset = 0x209,
Attrib3Offset = 0x20C,
Attrib4Offset = 0x20F,
Attrib5Offset = 0x212,
Attrib6Offset = 0x215,
Attrib7Offset = 0x218,
Attrib8Offset = 0x21B,
Attrib9Offset = 0x21E,
Attrib10Offset = 0x221,
Attrib11Offset = 0x224,
Attrib0Offset = 0x203,
Attrib1Offset = 0x206,
Attrib2Offset = 0x209,
Attrib3Offset = 0x20C,
Attrib4Offset = 0x20F,
Attrib5Offset = 0x212,
Attrib6Offset = 0x215,
Attrib7Offset = 0x218,
Attrib8Offset = 0x21B,
Attrib9Offset = 0x21E,
Attrib10Offset = 0x221,
Attrib11Offset = 0x224,
Attrib0Config2 = 0x205,
Attrib1Config2 = 0x208,
Attrib2Config2 = 0x20B,
Attrib3Config2 = 0x20E,
Attrib4Config2 = 0x211,
Attrib5Config2 = 0x214,
Attrib6Config2 = 0x217,
Attrib7Config2 = 0x21A,
Attrib8Config2 = 0x21D,
Attrib9Config2 = 0x220,
Attrib10Config2 = 0x223,
Attrib11Config2 = 0x226,
Attrib0Config2 = 0x205,
Attrib1Config2 = 0x208,
Attrib2Config2 = 0x20B,
Attrib3Config2 = 0x20E,
Attrib4Config2 = 0x211,
Attrib5Config2 = 0x214,
Attrib6Config2 = 0x217,
Attrib7Config2 = 0x21A,
Attrib8Config2 = 0x21D,
Attrib9Config2 = 0x220,
Attrib10Config2 = 0x223,
Attrib11Config2 = 0x226,
AttribInfoStart = Attrib0Offset,
AttribInfoEnd = Attrib11Config2,
AttribInfoStart = Attrib0Offset,
AttribInfoEnd = Attrib11Config2,
// Fixed attribute registers
FixedAttribIndex = 0x232,
FixedAttribData0 = 0x233,
FixedAttribData1 = 0x234,
FixedAttribData2 = 0x235,
// Fixed attribute registers
FixedAttribIndex = 0x232,
FixedAttribData0 = 0x233,
FixedAttribData1 = 0x234,
FixedAttribData2 = 0x235,
// Command processor registers
CmdBufSize0 = 0x238,
CmdBufSize1 = 0x239,
CmdBufAddr0 = 0x23A,
CmdBufAddr1 = 0x23B,
CmdBufTrigger0 = 0x23C,
CmdBufTrigger1 = 0x23D,
// Command processor registers
CmdBufSize0 = 0x238,
CmdBufSize1 = 0x239,
CmdBufAddr0 = 0x23A,
CmdBufAddr1 = 0x23B,
CmdBufTrigger0 = 0x23C,
CmdBufTrigger1 = 0x23D,
PrimitiveConfig = 0x25E,
PrimitiveRestart = 0x25F,
PrimitiveConfig = 0x25E,
PrimitiveRestart = 0x25F,
// Vertex shader registers
VertexShaderAttrNum = 0x242,
VertexBoolUniform = 0x2B0,
VertexIntUniform0 = 0x2B1,
VertexIntUniform1 = 0x2B2,
VertexIntUniform2 = 0x2B3,
VertexIntUniform3 = 0x2B4,
// Vertex shader registers
VertexShaderAttrNum = 0x242,
VertexBoolUniform = 0x2B0,
VertexIntUniform0 = 0x2B1,
VertexIntUniform1 = 0x2B2,
VertexIntUniform2 = 0x2B3,
VertexIntUniform3 = 0x2B4,
VertexShaderEntrypoint = 0x2BA,
VertexShaderTransferEnd = 0x2BF,
VertexFloatUniformIndex = 0x2C0,
VertexFloatUniformData0 = 0x2C1,
VertexFloatUniformData1 = 0x2C2,
VertexFloatUniformData2 = 0x2C3,
VertexFloatUniformData3 = 0x2C4,
VertexFloatUniformData4 = 0x2C5,
VertexFloatUniformData5 = 0x2C6,
VertexFloatUniformData6 = 0x2C7,
VertexFloatUniformData7 = 0x2C8,
VertexShaderEntrypoint = 0x2BA,
VertexShaderTransferEnd = 0x2BF,
VertexFloatUniformIndex = 0x2C0,
VertexFloatUniformData0 = 0x2C1,
VertexFloatUniformData1 = 0x2C2,
VertexFloatUniformData2 = 0x2C3,
VertexFloatUniformData3 = 0x2C4,
VertexFloatUniformData4 = 0x2C5,
VertexFloatUniformData5 = 0x2C6,
VertexFloatUniformData6 = 0x2C7,
VertexFloatUniformData7 = 0x2C8,
VertexShaderInputBufferCfg = 0x2B9,
VertexShaderInputCfgLow = 0x2BB,
VertexShaderInputCfgHigh = 0x2BC,
VertexShaderInputBufferCfg = 0x2B9,
VertexShaderInputCfgLow = 0x2BB,
VertexShaderInputCfgHigh = 0x2BC,
VertexShaderTransferIndex = 0x2CB,
VertexShaderData0 = 0x2CC,
VertexShaderData1 = 0x2CD,
VertexShaderData2 = 0x2CE,
VertexShaderData3 = 0x2CF,
VertexShaderData4 = 0x2D0,
VertexShaderData5 = 0x2D1,
VertexShaderData6 = 0x2D2,
VertexShaderData7 = 0x2D3,
VertexShaderOpDescriptorIndex = 0x2D5,
VertexShaderOpDescriptorData0 = 0x2D6,
VertexShaderOpDescriptorData1 = 0x2D7,
VertexShaderOpDescriptorData2 = 0x2D8,
VertexShaderOpDescriptorData3 = 0x2D9,
VertexShaderOpDescriptorData4 = 0x2DA,
VertexShaderOpDescriptorData5 = 0x2DB,
VertexShaderOpDescriptorData6 = 0x2DC,
VertexShaderOpDescriptorData7 = 0x2DD,
VertexShaderTransferIndex = 0x2CB,
VertexShaderData0 = 0x2CC,
VertexShaderData1 = 0x2CD,
VertexShaderData2 = 0x2CE,
VertexShaderData3 = 0x2CF,
VertexShaderData4 = 0x2D0,
VertexShaderData5 = 0x2D1,
VertexShaderData6 = 0x2D2,
VertexShaderData7 = 0x2D3,
VertexShaderOpDescriptorIndex = 0x2D5,
VertexShaderOpDescriptorData0 = 0x2D6,
VertexShaderOpDescriptorData1 = 0x2D7,
VertexShaderOpDescriptorData2 = 0x2D8,
VertexShaderOpDescriptorData3 = 0x2D9,
VertexShaderOpDescriptorData4 = 0x2DA,
VertexShaderOpDescriptorData5 = 0x2DB,
VertexShaderOpDescriptorData6 = 0x2DC,
VertexShaderOpDescriptorData7 = 0x2DD,
};
}
enum class ColorFmt : u32 {
RGBA8 = 0,
BGR8 = 1,
RGB5A1 = 2,
RGB565 = 3,
RGBA4 = 4,
// Technically selectable, but their function is unknown
Unknown5 = 5,
Unknown6 = 6,
Unknown7 = 7,
};
}
enum class PICAColorFmt : u32 {
RGBA8 = 0,
BGR8 = 1,
RGB5A1 = 2,
RGB565 = 3,
RGBA4 = 4,
enum class DepthFmt : u32 {
Depth16 = 0,
Unknown1 = 1, // Technically selectable, but function is unknown
Depth24 = 2,
Depth24Stencil8 = 3,
};
// Technically selectable, but their function is unknown
Unknown5 = 5,
Unknown6 = 6,
Unknown7 = 7,
};
// Size occupied by each pixel in bytes
enum class PICADepthFmt : u32 {
Depth16 = 0,
Unknown1 = 1, // Technically selectable, but function is unknown
Depth24 = 2,
Depth24Stencil8 = 3,
};
// Size occupied by each pixel in bytes
// All formats are 16BPP except for RGBA8 (32BPP) and BGR8 (24BPP)
inline constexpr usize sizePerPixel(PICAColorFmt format) {
switch (format) {
case PICAColorFmt::BGR8: return 3;
case PICAColorFmt::RGBA8: return 4;
default: return 2;
// All formats are 16BPP except for RGBA8 (32BPP) and BGR8 (24BPP)
inline constexpr usize sizePerPixel(ColorFmt format) {
switch (format) {
case ColorFmt::BGR8: return 3;
case ColorFmt::RGBA8: return 4;
default: return 2;
}
}
}
inline constexpr usize sizePerPixel(PICADepthFmt format) {
switch (format) {
case PICADepthFmt::Depth16: return 2;
case PICADepthFmt::Depth24: return 3;
case PICADepthFmt::Depth24Stencil8: return 4;
default: return 1; // Invalid format
inline constexpr usize sizePerPixel(DepthFmt format) {
switch (format) {
case DepthFmt::Depth16: return 2;
case DepthFmt::Depth24: return 3;
case DepthFmt::Depth24Stencil8: return 4;
default: return 1; // Invalid format
}
}
}
enum class PICAPrimType : u32 {
TriangleList = 0,
TriangleStrip = 1,
TriangleFan = 2,
GeometryPrimitive = 3,
};
enum class PrimType : u32 {
TriangleList = 0,
TriangleStrip = 1,
TriangleFan = 2,
GeometryPrimitive = 3,
};
} // namespace PICA

View file

@ -47,11 +47,11 @@ class Renderer {
OpenGL::uvec2 fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'
u32 colourBufferLoc; // Location in 3DS VRAM for the colour buffer
PICAColorFmt colourBufferFormat; // Format of the colours stored in the colour buffer
PICA::ColorFmt colourBufferFormat; // Format of the colours stored in the colour buffer
// Same for the depth/stencil buffer
u32 depthBufferLoc;
PICADepthFmt depthBufferFormat;
PICA::DepthFmt depthBufferFormat;
// Dummy VAO/VBO for blitting the final output
OpenGL::VertexArray dummyVAO;
@ -76,16 +76,16 @@ class Renderer {
void getGraphicsContext(); // Set up graphics context for rendering
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
void drawVertices(PICAPrimType primType, std::span<const Vertex> vertices); // Draw the given vertices
void drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices); // Draw the given vertices
void setFBSize(u32 width, u32 height) {
fbSize.x() = width;
fbSize.y() = height;
}
void setColourFormat(PICAColorFmt format) { colourBufferFormat = format; }
void setDepthFormat(PICADepthFmt format) {
if (format == PICADepthFmt::Unknown1) {
void setColourFormat(PICA::ColorFmt format) { colourBufferFormat = format; }
void setDepthFormat(PICA::DepthFmt format) {
if (format == PICA::DepthFmt::Unknown1) {
Helpers::panic("[PICA] Undocumented depth-stencil mode!");
}
depthBufferFormat = format;

View file

@ -9,7 +9,7 @@ using Interval = boost::icl::right_open_interval<T>;
struct ColourBuffer {
u32 location;
PICAColorFmt format;
PICA::ColorFmt format;
OpenGL::uvec2 size;
bool valid;
@ -21,7 +21,7 @@ struct ColourBuffer {
ColourBuffer() : valid(false) {}
ColourBuffer(u32 loc, PICAColorFmt format, u32 x, u32 y, bool valid = true)
ColourBuffer(u32 loc, PICA::ColorFmt format, u32 x, u32 y, bool valid = true)
: location(loc), format(format), size({x, y}), valid(valid) {
u64 endLoc = (u64)loc + sizeInBytes();
@ -70,13 +70,13 @@ struct ColourBuffer {
}
size_t sizeInBytes() {
return (size_t)size.x() * (size_t)size.y() * sizePerPixel(format);
return (size_t)size.x() * (size_t)size.y() * PICA::sizePerPixel(format);
}
};
struct DepthBuffer {
u32 location;
PICADepthFmt format;
PICA::DepthFmt format;
OpenGL::uvec2 size; // Implicitly set to the size of the framebuffer
bool valid;
@ -87,7 +87,7 @@ struct DepthBuffer {
DepthBuffer() : valid(false) {}
DepthBuffer(u32 loc, PICADepthFmt format, u32 x, u32 y, bool valid = true) :
DepthBuffer(u32 loc, PICA::DepthFmt format, u32 x, u32 y, bool valid = true) :
location(loc), format(format), size({x, y}), valid(valid) {
u64 endLoc = (u64)loc + sizeInBytes();
@ -96,7 +96,7 @@ struct DepthBuffer {
}
bool hasStencil() {
return format == PICADepthFmt::Depth24Stencil8;
return format == PICA::DepthFmt::Depth24Stencil8;
}
void allocate() {
@ -142,6 +142,6 @@ struct DepthBuffer {
}
size_t sizeInBytes() {
return (size_t)size.x() * (size_t)size.y() * sizePerPixel(format);
return (size_t)size.x() * (size_t)size.y() * PICA::sizePerPixel(format);
}
};

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@ -50,45 +50,45 @@ template <bool indexed>
void GPU::drawArrays() {
// Base address for vertex attributes
// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
const u32 vertexBase = ((regs[PICA::InternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
const u32 vertexCount = regs[PICA::InternalRegs::VertexCountReg]; // Total # of vertices to transfer
// Configures the type of primitive and the number of vertex shader outputs
const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
const PICAPrimType primType = static_cast<PICAPrimType>(Helpers::getBits<8, 2>(primConfig));
if (primType == PICAPrimType::TriangleFan) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
const PICA::PrimType primType = static_cast<PICA::PrimType>(Helpers::getBits<8, 2>(primConfig));
if (primType == PICA::PrimType::TriangleFan) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
if (vertexCount > Renderer::vertexBufferSize) Helpers::panic("[PICA] vertexCount > vertexBufferSize");
if ((primType == PICAPrimType::TriangleList && vertexCount % 3) ||
(primType == PICAPrimType::TriangleStrip && vertexCount < 3)) {
if ((primType == PICA::PrimType::TriangleList && vertexCount % 3) ||
(primType == PICA::PrimType::TriangleStrip && vertexCount < 3)) {
Helpers::panic("Invalid vertex count for primitive. Type: %d, vert count: %d\n", primType, vertexCount);
}
// Get the configuration for the index buffer, used only for indexed drawing
u32 indexBufferConfig = regs[PICAInternalRegs::IndexBufferConfig];
u32 indexBufferConfig = regs[PICA::InternalRegs::IndexBufferConfig];
u32 indexBufferPointer = vertexBase + (indexBufferConfig & 0xfffffff);
bool shortIndex = Helpers::getBit<31>(indexBufferConfig); // Indicates whether vert indices are 16-bit or 8-bit
// Stuff the global attribute config registers in one u64 to make attr parsing easier
// TODO: Cache this when the vertex attribute format registers are written to
u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
u64 vertexCfg = u64(regs[PICA::InternalRegs::AttribFormatLow]) | (u64(regs[PICA::InternalRegs::AttribFormatHigh]) << 32);
if constexpr (!indexed) {
u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
u32 offset = regs[PICA::InternalRegs::VertexOffsetReg];
log("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
} else {
log("PICA::DrawElements(vertex count = %d, index buffer config = %08X)\n", vertexCount, indexBufferConfig);
}
// Total number of input attributes to shader. Differs between GS and VS. Currently stubbed to the VS one, as we don't have geometry shaders.
const u32 inputAttrCount = (regs[PICAInternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
const u32 inputAttrCount = (regs[PICA::InternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
const u64 inputAttrCfg = getVertexShaderInputConfig();
for (u32 i = 0; i < vertexCount; i++) {
u32 vertexIndex; // Index of the vertex in the VBO
if constexpr (!indexed) {
vertexIndex = i + regs[PICAInternalRegs::VertexOffsetReg];
vertexIndex = i + regs[PICA::InternalRegs::VertexOffsetReg];
} else {
if (shortIndex) {
auto ptr = getPointerPhys<u16>(indexBufferPointer);
@ -209,7 +209,7 @@ void GPU::drawArrays() {
Vertex GPU::getImmediateModeVertex() {
Vertex v;
const int totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
// Copy immediate mode attributes to vertex shader unit
for (int i = 0; i < totalAttrCount; i++) {

View file

@ -33,7 +33,7 @@ u32 GPU::readInternalReg(u32 index) {
}
void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
using namespace PICAInternalRegs;
using namespace PICA::InternalRegs;
if (index > regNum) {
Helpers::panic("Tried to write to invalid GPU register. Index: %X, value: %08X\n", index, value);
@ -68,7 +68,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
case ColourBufferFormat: {
u32 format = getBits<16, 3>(value);
renderer.setColourFormat(static_cast<PICAColorFmt>(format));
renderer.setColourFormat(static_cast<PICA::ColorFmt>(format));
break;
}
@ -80,7 +80,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
case DepthBufferFormat: {
u32 format = value & 0x3;
renderer.setDepthFormat(static_cast<PICADepthFmt>(format));
renderer.setDepthFormat(static_cast<PICA::DepthFmt>(format));
break;
}
@ -137,7 +137,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
if (fixedAttribIndex < 12) [[likely]] {
shaderUnit.vs.fixedAttributes[fixedAttribIndex++] = attr;
} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
const uint totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
const uint totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
if (totalAttrCount <= immediateModeAttrIndex) {
printf("Broken state in the immediate mode vertex submission pipeline. Failing silently\n");
immediateModeAttrIndex = 0;
@ -151,13 +151,13 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
immediateModeVertices[immediateModeVertIndex++] = v;
// Get primitive type
const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
const u32 primType = getBits<8, 2>(primConfig);
// If we've reached 3 verts, issue a draw call
// Handle rendering depending on the primitive type
if (immediateModeVertIndex == 3) {
renderer.drawVertices(PICAPrimType::TriangleList, immediateModeVertices);
renderer.drawVertices(PICA::PrimType::TriangleList, immediateModeVertices);
switch (primType) {
// Triangle or geometry primitive. Draw a triangle and discard all vertices

View file

@ -144,10 +144,10 @@ void Renderer::reset() {
// Init the colour/depth buffer settings to some random defaults on reset
colourBufferLoc = 0;
colourBufferFormat = PICAColorFmt::RGBA8;
colourBufferFormat = PICA::ColorFmt::RGBA8;
depthBufferLoc = 0;
depthBufferFormat = PICADepthFmt::Depth16;
depthBufferFormat = PICA::DepthFmt::Depth16;
if (triangleProgram.exists()) {
const auto oldProgram = OpenGL::getProgram();
@ -221,7 +221,7 @@ void Renderer::getGraphicsContext() {
// Set up the OpenGL blending context to match the emulated PICA
void Renderer::setupBlending() {
const bool blendingEnabled = (regs[PICAInternalRegs::ColourOperation] & (1 << 8)) != 0;
const bool blendingEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
// Map of PICA blending equations to OpenGL blending equations. The unused blending equations are equivalent to equation 0 (add)
static constexpr std::array<GLenum, 8> blendingEquations = {
@ -241,7 +241,7 @@ void Renderer::setupBlending() {
OpenGL::enableBlend();
// Get blending equations
const u32 blendControl = regs[PICAInternalRegs::BlendFunc];
const u32 blendControl = regs[PICA::InternalRegs::BlendFunc];
const u32 rgbEquation = blendControl & 0x7;
const u32 alphaEquation = getBits<8, 3>(blendControl);
@ -251,7 +251,7 @@ void Renderer::setupBlending() {
const u32 alphaSourceFunc = getBits<24, 4>(blendControl);
const u32 alphaDestFunc = getBits<28, 4>(blendControl);
const u32 constantColor = regs[PICAInternalRegs::BlendColour];
const u32 constantColor = regs[PICA::InternalRegs::BlendColour];
const u32 r = constantColor & 0xff;
const u32 g = getBits<8, 8>(constantColor);
const u32 b = getBits<16, 8>(constantColor);
@ -264,7 +264,7 @@ void Renderer::setupBlending() {
}
}
void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> vertices) {
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 = {
OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
@ -272,7 +272,7 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
// Adjust alpha test if necessary
const u32 alphaControl = regs[PICAInternalRegs::AlphaTestConfig];
const u32 alphaControl = regs[PICA::InternalRegs::AlphaTestConfig];
if (alphaControl != oldAlphaControl) {
oldAlphaControl = alphaControl;
glUniform1ui(alphaControlLoc, alphaControl);
@ -282,7 +282,7 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
OpenGL::Framebuffer poop = getColourFBO();
poop.bind(OpenGL::DrawAndReadFramebuffer);
const u32 depthControl = regs[PICAInternalRegs::DepthAndColorMask];
const u32 depthControl = regs[PICA::InternalRegs::DepthAndColorMask];
const bool depthEnable = depthControl & 1;
const bool depthWriteEnable = getBit<12>(depthControl);
const int depthFunc = getBits<4, 3>(depthControl);
@ -293,9 +293,9 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
};
const float depthScale = f24::fromRaw(regs[PICAInternalRegs::DepthScale] & 0xffffff).toFloat32();
const float depthOffset = f24::fromRaw(regs[PICAInternalRegs::DepthOffset] & 0xffffff).toFloat32();
const bool depthMapEnable = regs[PICAInternalRegs::DepthmapEnable] & 1;
const float depthScale = f24::fromRaw(regs[PICA::InternalRegs::DepthScale] & 0xffffff).toFloat32();
const float depthOffset = f24::fromRaw(regs[PICA::InternalRegs::DepthOffset] & 0xffffff).toFloat32();
const bool depthMapEnable = regs[PICA::InternalRegs::DepthmapEnable] & 1;
// Update depth uniforms
if (oldDepthScale != depthScale) {
@ -328,15 +328,15 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
}
// Update the texture unit configuration uniform if it changed
const u32 texUnitConfig = regs[PICAInternalRegs::TexUnitCfg];
const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
if (oldTexUnitConfig != texUnitConfig) {
oldTexUnitConfig = texUnitConfig;
glUniform1ui(texUnitConfigLoc, texUnitConfig);
}
// TODO: Actually use this
float viewportWidth = f24::fromRaw(regs[PICAInternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
float viewportHeight = f24::fromRaw(regs[PICAInternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
float viewportHeight = f24::fromRaw(regs[PICA::InternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
OpenGL::setViewport(viewportWidth, viewportHeight);
// Note: The code below must execute after we've bound the colour buffer & its framebuffer
@ -429,8 +429,8 @@ void Renderer::bindDepthBuffer() {
tex = depthBufferCache.add(sampleBuffer).texture.m_handle;
}
if (PICADepthFmt::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
auto attachment = depthBufferFormat == PICADepthFmt::Depth24Stencil8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
if (PICA::DepthFmt::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
auto attachment = depthBufferFormat == PICA::DepthFmt::Depth24Stencil8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex, 0);
}