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https://github.com/wheremyfoodat/Panda3DS.git
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PicaVertex -> PICA::Vertex
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b403e9a66e
commit
a3d8f777b4
6 changed files with 43 additions and 41 deletions
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@ -28,7 +28,7 @@ class GPU {
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std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
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std::array<vec4f, 16> immediateModeAttributes; // Vertex attributes uploaded via immediate mode submission
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std::array<PicaVertex, 3> immediateModeVertices;
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std::array<PICA::Vertex, 3> immediateModeVertices;
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uint immediateModeVertIndex;
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uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
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@ -68,7 +68,7 @@ class GPU {
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u32* cmdBuffCurr = nullptr;
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Renderer renderer;
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PicaVertex getImmediateModeVertex();
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PICA::Vertex getImmediateModeVertex();
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public:
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// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
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@ -2,35 +2,37 @@
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#include "PICA/float_types.hpp"
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#include <array>
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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struct PicaVertex {
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using vec2f = std::array<Floats::f24, 2>;
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using vec3f = std::array<Floats::f24, 3>;
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using vec4f = std::array<Floats::f24, 4>;
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namespace PICA {
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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struct Vertex {
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using vec2f = std::array<Floats::f24, 2>;
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using vec3f = std::array<Floats::f24, 3>;
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using vec4f = std::array<Floats::f24, 4>;
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union {
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struct {
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vec4f positions; // Vertex position
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vec4f quaternion; // Quaternion specifying the normal/tangent frame (for fragment lighting)
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vec4f colour; // Vertex color
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vec2f texcoord0; // Texcoords for texture unit 0 (Only U and V, W is stored separately for 3D textures!)
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vec2f texcoord1; // Texcoords for TU 1
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Floats::f24 texcoord0_w; // W component for texcoord 0 if using a 3D texture
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u32 padding; // Unused
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union {
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struct {
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vec4f positions; // Vertex position
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vec4f quaternion; // Quaternion specifying the normal/tangent frame (for fragment lighting)
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vec4f colour; // Vertex color
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vec2f texcoord0; // Texcoords for texture unit 0 (Only U and V, W is stored separately for 3D textures!)
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vec2f texcoord1; // Texcoords for TU 1
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Floats::f24 texcoord0_w; // W component for texcoord 0 if using a 3D texture
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u32 padding; // Unused
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vec3f view; // View vector (for fragment lighting)
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u32 padding2; // Unused
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vec2f texcoord2; // Texcoords for TU 2
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} s;
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vec3f view; // View vector (for fragment lighting)
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u32 padding2; // Unused
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vec2f texcoord2; // Texcoords for TU 2
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} s;
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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Floats::f24 raw[0x20];
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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Floats::f24 raw[0x20];
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};
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Vertex() {}
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};
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PicaVertex() {}
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};
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} // namespace PICA
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// Float is used here instead of Floats::f24 to ensure that Floats::f24 is properly sized for direct interpretations as a float by the render backend
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#define ASSERT_POS(member, pos) static_assert(offsetof(PicaVertex, s.member) == pos * sizeof(float), "PicaVertex struct is broken!");
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#define ASSERT_POS(member, pos) static_assert(offsetof(PICA::Vertex, s.member) == pos * sizeof(float), "PICA::Vertex struct is broken!");
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ASSERT_POS(positions, 0)
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ASSERT_POS(quaternion, 4)
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@ -91,7 +91,7 @@ class Renderer {
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void getGraphicsContext(); // Set up graphics context for rendering
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
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void drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices); // Draw the given vertices
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void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices); // Draw the given vertices
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void setFBSize(u32 width, u32 height) {
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fbSize.x() = width;
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@ -61,7 +61,7 @@ void GPU::drawArrays(bool indexed) {
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}
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}
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static std::array<PicaVertex, Renderer::vertexBufferSize> vertices;
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static std::array<PICA::Vertex, Renderer::vertexBufferSize> vertices;
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template <bool indexed, bool useShaderJIT>
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void GPU::drawArrays() {
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@ -249,7 +249,7 @@ void GPU::drawArrays() {
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shaderUnit.vs.run();
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}
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PicaVertex& out = vertices[i];
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PICA::Vertex& out = vertices[i];
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// Map shader outputs to fixed function properties
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const u32 totalShaderOutputs = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
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for (int i = 0; i < totalShaderOutputs; i++) {
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@ -265,8 +265,8 @@ void GPU::drawArrays() {
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renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
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}
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PicaVertex GPU::getImmediateModeVertex() {
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PicaVertex v;
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PICA::Vertex GPU::getImmediateModeVertex() {
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PICA::Vertex v;
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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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@ -188,7 +188,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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immediateModeAttributes[immediateModeAttrIndex++] = attr;
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if (immediateModeAttrIndex == totalAttrCount) {
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PicaVertex v = getImmediateModeVertex();
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PICA::Vertex v = getImmediateModeVertex();
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immediateModeAttrIndex = 0;
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immediateModeVertices[immediateModeVertIndex++] = v;
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@ -645,34 +645,34 @@ void Renderer::initGraphicsContext() {
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displayProgram.use();
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glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
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vbo.createFixedSize(sizeof(PicaVertex) * vertexBufferSize, GL_STREAM_DRAW);
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vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
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vbo.bind();
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vao.create();
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vao.bind();
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// Position (x, y, z, w) attributes
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vao.setAttributeFloat<float>(0, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.positions));
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vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, s.positions));
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vao.enableAttribute(0);
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// Quaternion attribute
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vao.setAttributeFloat<float>(1, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.quaternion));
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vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, s.quaternion));
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vao.enableAttribute(1);
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// Colour attribute
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vao.setAttributeFloat<float>(2, 4, sizeof(PicaVertex), offsetof(PicaVertex, s.colour));
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vao.setAttributeFloat<float>(2, 4, sizeof(Vertex), offsetof(Vertex, s.colour));
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vao.enableAttribute(2);
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// UV 0 attribute
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vao.setAttributeFloat<float>(3, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0));
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vao.setAttributeFloat<float>(3, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord0));
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vao.enableAttribute(3);
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// UV 1 attribute
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vao.setAttributeFloat<float>(4, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord1));
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vao.setAttributeFloat<float>(4, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord1));
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vao.enableAttribute(4);
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// UV 0 W-component attribute
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vao.setAttributeFloat<float>(5, 1, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord0_w));
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vao.setAttributeFloat<float>(5, 1, sizeof(Vertex), offsetof(Vertex, s.texcoord0_w));
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vao.enableAttribute(5);
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// View
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vao.setAttributeFloat<float>(6, 3, sizeof(PicaVertex), offsetof(PicaVertex, s.view));
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vao.setAttributeFloat<float>(6, 3, sizeof(Vertex), offsetof(Vertex, s.view));
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vao.enableAttribute(6);
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// UV 2 attribute
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vao.setAttributeFloat<float>(7, 2, sizeof(PicaVertex), offsetof(PicaVertex, s.texcoord2));
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vao.setAttributeFloat<float>(7, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord2));
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vao.enableAttribute(7);
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dummyVBO.create();
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@ -842,7 +842,7 @@ void Renderer::updateLightingLUT(){
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gpu.lightingLUTDirty = false;
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}
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex> 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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