Geometry pipeline v2

Co-Authored-By: Sky <skylersaleh@gmail.com>
This commit is contained in:
wheremyfoodat 2023-02-26 20:41:33 +02:00
parent 1019f65824
commit e80679fe77
9 changed files with 114 additions and 48 deletions

View file

@ -4,6 +4,7 @@
#include "logger.hpp"
#include "memory.hpp"
#include "PICA/float_types.hpp"
#include "PICA/regs.hpp"
#include "PICA/shader_unit.hpp"
#include "renderer_gl/renderer_gl.hpp"
@ -19,6 +20,7 @@ class GPU {
static constexpr u32 regNum = 0x300;
static constexpr u32 vramSize = 6_MB;
std::array<u32, regNum> regs; // GPU internal registers
std::array<vec4f, 16> currentAttributes; // Vertex attributes before being passed to the shader
template <bool indexed>
void drawArrays();
@ -31,12 +33,17 @@ class GPU {
int size = 0; // Bytes per vertex
u32 config1 = 0;
u32 config2 = 0;
u32 componentCount = 0; // Number of components for the attribute
u64 getConfigFull() {
return u64(config1) | (u64(config2) << 32);
}
};
u64 getVertexShaderInputConfig() {
return u64(regs[PICAInternalRegs::VertexShaderInputCfgLow]) | (u64(regs[PICAInternalRegs::VertexShaderInputCfgHigh]) << 32);
}
std::array<AttribInfo, maxAttribCount> attributeInfo; // Info for each of the 12 attributes
u32 totalAttribCount = 0; // Number of vertex attributes to send to VS
u32 fixedAttribMask = 0; // Which attributes are fixed?