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