yuzu-emu
/
yuzu-mainline
Archived
1
0
Fork 0

renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.

This commit is contained in:
bunnei 2016-02-04 00:03:20 -05:00
parent 8e9318f20a
commit aaa7beeda8
4 changed files with 18 additions and 14 deletions

View File

@ -920,7 +920,7 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
} }
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
std::array<std::array<GLfloat, 4>, 256> new_data; std::array<GLvec4, 256> new_data;
for (unsigned offset = 0; offset < new_data.size(); ++offset) { for (unsigned offset = 0; offset < new_data.size(); ++offset) {
new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat(); new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
@ -969,7 +969,7 @@ void RasterizerOpenGL::SyncLightAmbient(int light_index) {
} }
void RasterizerOpenGL::SyncLightPosition(int light_index) { void RasterizerOpenGL::SyncLightPosition(int light_index) {
std::array<GLfloat, 3> position = { GLvec3 position = {
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(), Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(), Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() }; Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };

View File

@ -17,6 +17,7 @@
#include "video_core/rasterizer_interface.h" #include "video_core/rasterizer_interface.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h" #include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/shader/shader_interpreter.h" #include "video_core/shader/shader_interpreter.h"
/** /**
@ -288,27 +289,27 @@ private:
}; };
struct LightSrc { struct LightSrc {
std::array<GLfloat, 3> specular_0; GLvec3 specular_0;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> specular_1; GLvec3 specular_1;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> diffuse; GLvec3 diffuse;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> ambient; GLvec3 ambient;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> position; GLvec3 position;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
}; };
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned /// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
struct UniformData { struct UniformData {
// A vec4 color for each of the six tev stages // A vec4 color for each of the six tev stages
std::array<GLfloat, 4> const_color[6]; GLvec4 const_color[6];
std::array<GLfloat, 4> tev_combiner_buffer_color; GLvec4 tev_combiner_buffer_color;
GLint alphatest_ref; GLint alphatest_ref;
GLfloat depth_offset; GLfloat depth_offset;
INSERT_PADDING_WORDS(2); INSERT_PADDING_WORDS(2);
std::array<GLfloat, 3> lighting_global_ambient; GLvec3 lighting_global_ambient;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
LightSrc light_src[8]; LightSrc light_src[8];
}; };
@ -434,5 +435,5 @@ private:
OGLFramebuffer framebuffer; OGLFramebuffer framebuffer;
std::array<OGLTexture, 6> lighting_lut; std::array<OGLTexture, 6> lighting_lut;
std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut_data; std::array<std::array<GLvec4, 256>, 6> lighting_lut_data;
}; };

View File

@ -10,6 +10,9 @@
#include "video_core/pica.h" #include "video_core/pica.h"
using GLvec3 = std::array<GLfloat, 3>;
using GLvec4 = std::array<GLfloat, 4>;
namespace PicaToGL { namespace PicaToGL {
inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) { inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) {
@ -175,7 +178,7 @@ inline GLenum StencilOp(Pica::Regs::StencilAction action) {
return stencil_op_table[(unsigned)action]; return stencil_op_table[(unsigned)action];
} }
inline std::array<GLfloat, 4> ColorRGBA8(const u32 color) { inline GLvec4 ColorRGBA8(const u32 color) {
return { { (color >> 0 & 0xFF) / 255.0f, return { { (color >> 0 & 0xFF) / 255.0f,
(color >> 8 & 0xFF) / 255.0f, (color >> 8 & 0xFF) / 255.0f,
(color >> 16 & 0xFF) / 255.0f, (color >> 16 & 0xFF) / 255.0f,

View File

@ -81,8 +81,8 @@ struct ScreenRectVertex {
* The projection part of the matrix is trivial, hence these operations are represented * The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix. * by a 3x2 matrix.
*/ */
static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) { static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
std::array<GLfloat, 3*2> matrix; std::array<GLfloat, 3 * 2> matrix;
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;