VideoCore: Force enum sizes to u32 in LightingRegs
All enums that are used with BitField must have their type forced to u32 to ensure correctness.
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@ -34,7 +34,7 @@ struct LightingRegs {
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* configurations that require more LUTs, more cycles are required on HW to perform lighting
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* configurations that require more LUTs, more cycles are required on HW to perform lighting
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* computations.
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* computations.
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*/
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*/
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enum class LightingConfig {
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enum class LightingConfig : u32 {
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Config0 = 0, ///< Reflect Red, Distribution 0, Spotlight
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Config0 = 0, ///< Reflect Red, Distribution 0, Spotlight
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Config1 = 1, ///< Reflect Red, Fresnel, Spotlight
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Config1 = 1, ///< Reflect Red, Fresnel, Spotlight
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Config2 = 2, ///< Reflect Red, Distribution 0/1
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Config2 = 2, ///< Reflect Red, Distribution 0/1
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@ -48,7 +48,7 @@ struct LightingRegs {
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};
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};
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/// Selects which lighting components are affected by fresnel
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/// Selects which lighting components are affected by fresnel
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enum class LightingFresnelSelector {
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enum class LightingFresnelSelector : u32 {
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None = 0, ///< Fresnel is disabled
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None = 0, ///< Fresnel is disabled
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PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
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PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
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SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
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SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
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@ -58,7 +58,7 @@ struct LightingRegs {
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};
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};
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/// Factor used to scale the output of a lighting LUT
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/// Factor used to scale the output of a lighting LUT
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enum class LightingScale {
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enum class LightingScale : u32 {
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Scale1 = 0, ///< Scale is 1x
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Scale1 = 0, ///< Scale is 1x
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Scale2 = 1, ///< Scale is 2x
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Scale2 = 1, ///< Scale is 2x
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Scale4 = 2, ///< Scale is 4x
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Scale4 = 2, ///< Scale is 4x
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@ -68,7 +68,7 @@ struct LightingRegs {
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Scale1_2 = 7, ///< Scale is 0.5x
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Scale1_2 = 7, ///< Scale is 0.5x
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};
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};
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enum class LightingLutInput {
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enum class LightingLutInput : u32 {
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NH = 0, // Cosine of the angle between the normal and half-angle vectors
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NH = 0, // Cosine of the angle between the normal and half-angle vectors
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VH = 1, // Cosine of the angle between the view and half-angle vectors
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VH = 1, // Cosine of the angle between the view and half-angle vectors
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NV = 2, // Cosine of the angle between the normal and the view vector
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NV = 2, // Cosine of the angle between the normal and the view vector
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