[GPU] Move TEV uniforms update into its own method

This commit is contained in:
fleroviux 2023-06-17 01:58:30 +02:00
parent a368d77005
commit b854367676
2 changed files with 46 additions and 50 deletions

View file

@ -75,6 +75,7 @@ class Renderer {
MAKE_LOG_FUNCTION(log, rendererLogger)
void setupBlending();
void bindDepthBuffer();
void setupTextureEnvState();
public:
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs) : gpu(gpu), regs(internalRegs) {}

View file

@ -431,6 +431,50 @@ void Renderer::setupBlending() {
}
}
void Renderer::setupTextureEnvState() {
// TODO: Only update uniforms when the TEV config changed. Use an UBO potentially.
static constexpr std::array<u32, 6> ioBases = {
0xc0, 0xc8, 0xd0, 0xd8, 0xf0, 0xf8
};
u32 textureEnvSourceRegs[6];
u32 textureEnvOperandRegs[6];
u32 textureEnvCombinerRegs[6];
float textureEnvColourRegs[6][4];
u32 textureEnvScaleRegs[6];
for (int i = 0; i < 6; i++) {
const u32 ioBase = ioBases[i];
textureEnvSourceRegs[i] = regs[ioBase];
textureEnvOperandRegs[i] = regs[ioBase + 1];
textureEnvCombinerRegs[i] = regs[ioBase + 2];
const u32 constantColor = regs[ioBase + 3];
textureEnvColourRegs[i][0] = (float)(constantColor & 0xff) / 255.0f;
textureEnvColourRegs[i][1] = (float)getBits<8, 8>(constantColor) / 255.0f;
textureEnvColourRegs[i][2] = (float)getBits<16, 8>(constantColor) / 255.0f;
textureEnvColourRegs[i][3] = (float)getBits<24, 8>(constantColor) / 255.0f;
textureEnvScaleRegs[i] = regs[ioBase + 4];
}
glUniform1uiv(textureEnvSourceLoc, 6, textureEnvSourceRegs);
glUniform1uiv(textureEnvOperandLoc, 6, textureEnvOperandRegs);
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
glUniform4fv(textureEnvColorLoc, 6, (const GLfloat*)textureEnvColourRegs);
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
glUniform1ui(textureEnvUpdateBufferLoc, regs[0xe0]);
const u32 bufferColor = regs[0xfd];
const float r = (float)(bufferColor & 0xff) / 255.0f;
const float g = (float)getBits<8, 8>(bufferColor) / 255.0f;
const float b = (float)getBits<16, 8>(bufferColor) / 255.0f;
const float a = (float)getBits<24, 8>(bufferColor) / 255.0f;
glUniform4f(textureEnvBufferColorLoc, r, g, b, a);
}
void Renderer::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 count) {
OpenGL::disableScissor();
@ -480,56 +524,7 @@ void Renderer::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 c
glUniform1i(depthmapEnableLoc, depthMapEnable);
}
// TODO: only update TEV uniforms when the configuration changes.
// TODO: define registers in the PICAInternalRegs enumeration
{
u32 textureEnvSourceRegs[6];
u32 textureEnvOperandRegs[6];
u32 textureEnvCombinerRegs[6];
float textureEnvColourRegs[6][4];
u32 textureEnvScaleRegs[6];
static constexpr std::array<u32, 6> ioBases = {
0xc0, 0xc8, 0xd0, 0xd8, 0xf0, 0xf8
};
for (int i = 0; i < 6; i++) {
const u32 ioBase = ioBases[i];
textureEnvSourceRegs[i] = regs[ioBase];
textureEnvOperandRegs[i] = regs[ioBase + 1];
textureEnvCombinerRegs[i] = regs[ioBase + 2];
const u32 rgba = regs[ioBase + 3];
textureEnvColourRegs[i][0] = (float)(rgba & 0xff) / 255.0f;
textureEnvColourRegs[i][1] = (float)((rgba >> 8) & 0xff) / 255.0f;
textureEnvColourRegs[i][2] = (float)((rgba >> 16) & 0xff) / 255.0f;
textureEnvColourRegs[i][3] = (float)(rgba >> 24) / 255.0f;
textureEnvScaleRegs[i] = regs[ioBase + 4];
}
glUniform1uiv(textureEnvSourceLoc, 6, textureEnvSourceRegs);
glUniform1uiv(textureEnvOperandLoc, 6, textureEnvOperandRegs);
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
glUniform4fv(textureEnvColorLoc, 6, (const GLfloat*)textureEnvColourRegs);
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
glUniform1ui(textureEnvUpdateBufferLoc, regs[0xe0]);
// TODO: deduplicate color decoding
{
const u32 rgba = regs[0xfd];
const float r = (float)(rgba & 0xff) / 255.0f;
const float g = (float)((rgba >> 8) & 0xff) / 255.0f;
const float b = (float)((rgba >> 16) & 0xff) / 255.0f;
const float a = (float)(rgba >> 24) / 255.0f;
glUniform4f(textureEnvBufferColorLoc, r, g, b, a);
}
// if(regs[0xfd] != 0)
// Helpers::warn("FOO %08x", regs[0xfd]);
}
setupTextureEnvState();
// Hack for rendering texture 1
if (regs[0x80] & 1) {