Utilize vector function instead
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84054b7cd8
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@ -376,9 +376,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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if (use_border_s || use_border_t) {
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auto border_color = texture.config.border_color;
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texture_color[i] = {
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static_cast<u8>(border_color.r), static_cast<u8>(border_color.g),
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static_cast<u8>(border_color.b), static_cast<u8>(border_color.a)};
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texture_color[i] = Math::MakeVec(border_color.r.Value(), border_color.g.Value(),
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border_color.b.Value(), border_color.a.Value())
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.Cast<u8>();
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} else {
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// Textures are laid out from bottom to top, hence we invert the t coordinate.
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// NOTE: This may not be the right place for the inversion.
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@ -415,12 +415,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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// analogously.
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Math::Vec4<u8> combiner_output;
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Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Math::Vec4<u8> next_combiner_buffer = {
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.r),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.g),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.b),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.a),
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};
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Math::Vec4<u8> next_combiner_buffer =
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Math::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
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regs.texturing.tev_combiner_buffer_color.g.Value(),
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regs.texturing.tev_combiner_buffer_color.b.Value(),
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regs.texturing.tev_combiner_buffer_color.a.Value())
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.Cast<u8>();
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Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
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Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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@ -474,9 +474,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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return combiner_buffer;
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case Source::Constant:
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return {
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static_cast<u8>(tev_stage.const_r), static_cast<u8>(tev_stage.const_g),
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static_cast<u8>(tev_stage.const_b), static_cast<u8>(tev_stage.const_a)};
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return Math::MakeVec(tev_stage.const_r.Value(), tev_stage.const_g.Value(),
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tev_stage.const_b.Value(), tev_stage.const_a.Value())
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.Cast<u8>();
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case Source::Previous:
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return combiner_output;
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@ -589,11 +589,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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// store the depth etc. Using float for now until we know more
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// about Pica datatypes
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if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) {
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const Math::Vec3<u8> fog_color = {
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static_cast<u8>(regs.texturing.fog_color.r.Value()),
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static_cast<u8>(regs.texturing.fog_color.g.Value()),
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static_cast<u8>(regs.texturing.fog_color.b.Value()),
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};
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const Math::Vec3<u8> fog_color = Math::MakeVec(regs.texturing.fog_color.r.Value(),
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regs.texturing.fog_color.g.Value(),
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regs.texturing.fog_color.b.Value())
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.Cast<u8>();
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// Get index into fog LUT
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float fog_index;
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@ -745,12 +744,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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FramebufferRegs::BlendFactor factor) -> u8 {
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DEBUG_ASSERT(channel < 4);
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const Math::Vec4<u8> blend_const = {
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static_cast<u8>(output_merger.blend_const.r),
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static_cast<u8>(output_merger.blend_const.g),
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static_cast<u8>(output_merger.blend_const.b),
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static_cast<u8>(output_merger.blend_const.a),
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};
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const Math::Vec4<u8> blend_const =
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Math::MakeVec(output_merger.blend_const.r.Value(),
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output_merger.blend_const.g.Value(),
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output_merger.blend_const.b.Value(),
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output_merger.blend_const.a.Value())
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.Cast<u8>();
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switch (factor) {
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case FramebufferRegs::BlendFactor::Zero:
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@ -851,5 +850,4 @@ void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
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}
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} // namespace Rasterizer
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} // namespace Pica
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