pica: Cleanup and add some comments to lighting registers.
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6878ba7608
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6307999116
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@ -695,8 +695,8 @@ struct Regs {
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INSERT_PADDING_WORDS(0x3);
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union {
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BitField<0, 1, u32> w; // 1.f if 0, otherwise 0.f
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BitField<1, 1, u32> two_sided_diffuse; // when disabled, clamp dot-product to 0
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BitField<0, 1, u32> directional;
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BitField<1, 1, u32> two_sided_diffuse; // 1: GL_TRUE, 0: GL_FALSE; when disabled, clamp dot-product to 0
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};
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};
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@ -714,21 +714,21 @@ struct Regs {
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union {
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BitField< 4, 4, u32> config;
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BitField<27, 1, u32> clamp_highlights;
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BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
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};
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union {
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// Each bit specifies whether distance attenuation should be applied for the
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// corresponding light
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BitField<24, 1, u32> dist_atten_enable_light_0;
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BitField<25, 1, u32> dist_atten_enable_light_1;
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BitField<26, 1, u32> dist_atten_enable_light_2;
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BitField<27, 1, u32> dist_atten_enable_light_3;
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BitField<28, 1, u32> dist_atten_enable_light_4;
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BitField<29, 1, u32> dist_atten_enable_light_5;
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BitField<30, 1, u32> dist_atten_enable_light_6;
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BitField<31, 1, u32> dist_atten_enable_light_7;
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BitField<24, 1, u32> dist_atten_enable_light_0; // 0: GL_TRUE, 1: GL_FALSE
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BitField<25, 1, u32> dist_atten_enable_light_1; // 0: GL_TRUE, 1: GL_FALSE
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BitField<26, 1, u32> dist_atten_enable_light_2; // 0: GL_TRUE, 1: GL_FALSE
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BitField<27, 1, u32> dist_atten_enable_light_3; // 0: GL_TRUE, 1: GL_FALSE
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BitField<28, 1, u32> dist_atten_enable_light_4; // 0: GL_TRUE, 1: GL_FALSE
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BitField<29, 1, u32> dist_atten_enable_light_5; // 0: GL_TRUE, 1: GL_FALSE
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BitField<30, 1, u32> dist_atten_enable_light_6; // 0: GL_TRUE, 1: GL_FALSE
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BitField<31, 1, u32> dist_atten_enable_light_7; // 0: GL_TRUE, 1: GL_FALSE
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};
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bool IsDistAttenEnabled(unsigned index) const {
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@ -754,13 +754,13 @@ struct Regs {
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u32 lut_data[8];
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union {
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BitField< 1, 1, u32> d0;
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BitField< 5, 1, u32> d1;
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BitField< 9, 1, u32> sp;
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BitField<13, 1, u32> fr;
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BitField<17, 1, u32> rb;
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BitField<21, 1, u32> rg;
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BitField<25, 1, u32> rr;
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BitField< 1, 1, u32> d0; // 0: GL_TRUE, 1: GL_FALSE
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BitField< 5, 1, u32> d1; // 0: GL_TRUE, 1: GL_FALSE
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BitField< 9, 1, u32> sp; // 0: GL_TRUE, 1: GL_FALSE
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BitField<13, 1, u32> fr; // 0: GL_TRUE, 1: GL_FALSE
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BitField<17, 1, u32> rb; // 0: GL_TRUE, 1: GL_FALSE
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BitField<21, 1, u32> rg; // 0: GL_TRUE, 1: GL_FALSE
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BitField<25, 1, u32> rr; // 0: GL_TRUE, 1: GL_FALSE
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} abs_lut_input;
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union {
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@ -80,7 +80,7 @@ struct PicaShaderConfig {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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res.light_src[light_index].num = num;
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res.light_src[light_index].directional = light.w != 0;
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res.light_src[light_index].directional = light.directional != 0;
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res.light_src[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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res.light_src[light_index].dist_atten_enabled = regs.lighting.IsDistAttenEnabled(num);
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res.light_src[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
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