mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 04:29:13 +12:00
Migrate PICA-types into PICA
namespace
Rather than prefixing these types with `PICA`, a namespace is used instead.
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parent
78a3f9fa23
commit
838d3f27f9
7 changed files with 204 additions and 201 deletions
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@ -50,45 +50,45 @@ template <bool indexed>
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void GPU::drawArrays() {
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// Base address for vertex attributes
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
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const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
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const u32 vertexBase = ((regs[PICA::InternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
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const u32 vertexCount = regs[PICA::InternalRegs::VertexCountReg]; // Total # of vertices to transfer
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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 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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const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
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const PICA::PrimType primType = static_cast<PICA::PrimType>(Helpers::getBits<8, 2>(primConfig));
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if (primType == PICA::PrimType::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 == PICAPrimType::TriangleList && vertexCount % 3) ||
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(primType == PICAPrimType::TriangleStrip && vertexCount < 3)) {
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if ((primType == PICA::PrimType::TriangleList && vertexCount % 3) ||
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(primType == PICA::PrimType::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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// Get the configuration for the index buffer, used only for indexed drawing
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u32 indexBufferConfig = regs[PICAInternalRegs::IndexBufferConfig];
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u32 indexBufferConfig = regs[PICA::InternalRegs::IndexBufferConfig];
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u32 indexBufferPointer = vertexBase + (indexBufferConfig & 0xfffffff);
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bool shortIndex = Helpers::getBit<31>(indexBufferConfig); // Indicates whether vert indices are 16-bit or 8-bit
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// Stuff the global attribute config registers in one u64 to make attr parsing easier
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// TODO: Cache this when the vertex attribute format registers are written to
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u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
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u64 vertexCfg = u64(regs[PICA::InternalRegs::AttribFormatLow]) | (u64(regs[PICA::InternalRegs::AttribFormatHigh]) << 32);
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if constexpr (!indexed) {
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u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
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u32 offset = regs[PICA::InternalRegs::VertexOffsetReg];
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log("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
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} else {
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log("PICA::DrawElements(vertex count = %d, index buffer config = %08X)\n", vertexCount, indexBufferConfig);
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}
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// 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.
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const u32 inputAttrCount = (regs[PICAInternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
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const u32 inputAttrCount = (regs[PICA::InternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
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const u64 inputAttrCfg = getVertexShaderInputConfig();
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for (u32 i = 0; i < vertexCount; i++) {
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u32 vertexIndex; // Index of the vertex in the VBO
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if constexpr (!indexed) {
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vertexIndex = i + regs[PICAInternalRegs::VertexOffsetReg];
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vertexIndex = i + regs[PICA::InternalRegs::VertexOffsetReg];
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} else {
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if (shortIndex) {
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auto ptr = getPointerPhys<u16>(indexBufferPointer);
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@ -209,7 +209,7 @@ void GPU::drawArrays() {
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Vertex GPU::getImmediateModeVertex() {
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Vertex v;
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const int totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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// Copy immediate mode attributes to vertex shader unit
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for (int i = 0; i < totalAttrCount; i++) {
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@ -33,7 +33,7 @@ u32 GPU::readInternalReg(u32 index) {
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}
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void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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using namespace PICAInternalRegs;
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using namespace PICA::InternalRegs;
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if (index > regNum) {
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Helpers::panic("Tried to write to invalid GPU register. Index: %X, value: %08X\n", index, value);
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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(static_cast<PICAColorFmt>(format));
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renderer.setColourFormat(static_cast<PICA::ColorFmt>(format));
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break;
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}
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@ -80,7 +80,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case DepthBufferFormat: {
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u32 format = value & 0x3;
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renderer.setDepthFormat(static_cast<PICADepthFmt>(format));
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renderer.setDepthFormat(static_cast<PICA::DepthFmt>(format));
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break;
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}
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@ -137,7 +137,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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if (fixedAttribIndex < 12) [[likely]] {
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shaderUnit.vs.fixedAttributes[fixedAttribIndex++] = attr;
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} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
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const uint totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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const uint totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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if (totalAttrCount <= immediateModeAttrIndex) {
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printf("Broken state in the immediate mode vertex submission pipeline. Failing silently\n");
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immediateModeAttrIndex = 0;
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@ -151,13 +151,13 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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immediateModeVertices[immediateModeVertIndex++] = v;
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// Get primitive type
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const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
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const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
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const u32 primType = getBits<8, 2>(primConfig);
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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(PICAPrimType::TriangleList, immediateModeVertices);
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renderer.drawVertices(PICA::PrimType::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 = PICAColorFmt::RGBA8;
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colourBufferFormat = PICA::ColorFmt::RGBA8;
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depthBufferLoc = 0;
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depthBufferFormat = PICADepthFmt::Depth16;
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depthBufferFormat = PICA::DepthFmt::Depth16;
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if (triangleProgram.exists()) {
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const auto oldProgram = OpenGL::getProgram();
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@ -221,7 +221,7 @@ void Renderer::getGraphicsContext() {
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// Set up the OpenGL blending context to match the emulated PICA
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void Renderer::setupBlending() {
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const bool blendingEnabled = (regs[PICAInternalRegs::ColourOperation] & (1 << 8)) != 0;
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const bool blendingEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
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// Map of PICA blending equations to OpenGL blending equations. The unused blending equations are equivalent to equation 0 (add)
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static constexpr std::array<GLenum, 8> blendingEquations = {
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@ -241,7 +241,7 @@ void Renderer::setupBlending() {
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OpenGL::enableBlend();
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// Get blending equations
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const u32 blendControl = regs[PICAInternalRegs::BlendFunc];
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const u32 blendControl = regs[PICA::InternalRegs::BlendFunc];
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const u32 rgbEquation = blendControl & 0x7;
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const u32 alphaEquation = getBits<8, 3>(blendControl);
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@ -251,7 +251,7 @@ void Renderer::setupBlending() {
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const u32 alphaSourceFunc = getBits<24, 4>(blendControl);
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const u32 alphaDestFunc = getBits<28, 4>(blendControl);
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const u32 constantColor = regs[PICAInternalRegs::BlendColour];
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const u32 constantColor = regs[PICA::InternalRegs::BlendColour];
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const u32 r = constantColor & 0xff;
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const u32 g = getBits<8, 8>(constantColor);
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const u32 b = getBits<16, 8>(constantColor);
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@ -264,7 +264,7 @@ void Renderer::setupBlending() {
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}
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}
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void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> vertices) {
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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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OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
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@ -272,7 +272,7 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
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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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const u32 alphaControl = regs[PICA::InternalRegs::AlphaTestConfig];
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if (alphaControl != oldAlphaControl) {
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oldAlphaControl = alphaControl;
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glUniform1ui(alphaControlLoc, alphaControl);
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@ -282,7 +282,7 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
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OpenGL::Framebuffer poop = getColourFBO();
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poop.bind(OpenGL::DrawAndReadFramebuffer);
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const u32 depthControl = regs[PICAInternalRegs::DepthAndColorMask];
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const u32 depthControl = regs[PICA::InternalRegs::DepthAndColorMask];
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const bool depthEnable = depthControl & 1;
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const bool depthWriteEnable = getBit<12>(depthControl);
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const int depthFunc = getBits<4, 3>(depthControl);
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@ -293,9 +293,9 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
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GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
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};
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const float depthScale = f24::fromRaw(regs[PICAInternalRegs::DepthScale] & 0xffffff).toFloat32();
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const float depthOffset = f24::fromRaw(regs[PICAInternalRegs::DepthOffset] & 0xffffff).toFloat32();
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const bool depthMapEnable = regs[PICAInternalRegs::DepthmapEnable] & 1;
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const float depthScale = f24::fromRaw(regs[PICA::InternalRegs::DepthScale] & 0xffffff).toFloat32();
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const float depthOffset = f24::fromRaw(regs[PICA::InternalRegs::DepthOffset] & 0xffffff).toFloat32();
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const bool depthMapEnable = regs[PICA::InternalRegs::DepthmapEnable] & 1;
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// Update depth uniforms
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if (oldDepthScale != depthScale) {
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@ -328,15 +328,15 @@ void Renderer::drawVertices(PICAPrimType primType, std::span<const Vertex> verti
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}
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// Update the texture unit configuration uniform if it changed
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const u32 texUnitConfig = regs[PICAInternalRegs::TexUnitCfg];
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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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// TODO: Actually use this
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float viewportWidth = f24::fromRaw(regs[PICAInternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
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float viewportHeight = f24::fromRaw(regs[PICAInternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
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float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
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float viewportHeight = f24::fromRaw(regs[PICA::InternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
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OpenGL::setViewport(viewportWidth, viewportHeight);
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// Note: The code below must execute after we've bound the colour buffer & its framebuffer
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@ -429,8 +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 (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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if (PICA::DepthFmt::Depth24Stencil8 != depthBufferFormat) Helpers::panic("TODO: Should we remove stencil attachment?");
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auto attachment = depthBufferFormat == PICA::DepthFmt::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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