Add PICA texel-format and topology types

Slowly stepping the codebase towards having renderer-agnostic types and keeping the translation of PICA-types to OpenGL/VK/DX/Software/etc to the renderer-backend.
This commit is contained in:
Wunkolo
2023-06-17 11:59:45 -07:00
parent d0ae5f0546
commit 78a3f9fa23
6 changed files with 85 additions and 76 deletions

View File

@@ -68,7 +68,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
case ColourBufferFormat: {
u32 format = getBits<16, 3>(value);
renderer.setColourFormat(format);
renderer.setColourFormat(static_cast<PICAColorFmt>(format));
break;
}
@@ -79,8 +79,8 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
}
case DepthBufferFormat: {
u32 fmt = value & 0x3;
renderer.setDepthFormat(fmt);
u32 format = value & 0x3;
renderer.setDepthFormat(static_cast<PICADepthFmt>(format));
break;
}
@@ -157,7 +157,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
// If we've reached 3 verts, issue a draw call
// Handle rendering depending on the primitive type
if (immediateModeVertIndex == 3) {
renderer.drawVertices(OpenGL::Triangle, immediateModeVertices);
renderer.drawVertices(PICAPrimType::TriangleList, immediateModeVertices);
switch (primType) {
// Triangle or geometry primitive. Draw a triangle and discard all vertices