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Utilize vector function instead

This commit is contained in:
Dragios 2017-10-25 22:03:21 +08:00 committed by Dragios
parent 84054b7cd8
commit 9b3eb69973
1 changed files with 22 additions and 24 deletions

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