Migrate PICA-types into PICA namespace

Rather than prefixing these types with `PICA`, a namespace is used instead.
This commit is contained in:
Wunkolo
2023-06-17 18:23:47 -07:00
parent 78a3f9fa23
commit 838d3f27f9
7 changed files with 204 additions and 201 deletions

View File

@@ -50,45 +50,45 @@ template <bool indexed>
void GPU::drawArrays() {
// Base address for vertex attributes
// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
const u32 vertexBase = ((regs[PICA::InternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
const u32 vertexCount = regs[PICA::InternalRegs::VertexCountReg]; // Total # of vertices to transfer
// Configures the type of primitive and the number of vertex shader outputs
const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
const PICAPrimType primType = static_cast<PICAPrimType>(Helpers::getBits<8, 2>(primConfig));
if (primType == PICAPrimType::TriangleFan) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
const PICA::PrimType primType = static_cast<PICA::PrimType>(Helpers::getBits<8, 2>(primConfig));
if (primType == PICA::PrimType::TriangleFan) Helpers::panic("[PICA] Tried to draw unimplemented shape %d\n", primType);
if (vertexCount > Renderer::vertexBufferSize) Helpers::panic("[PICA] vertexCount > vertexBufferSize");
if ((primType == PICAPrimType::TriangleList && vertexCount % 3) ||
(primType == PICAPrimType::TriangleStrip && vertexCount < 3)) {
if ((primType == PICA::PrimType::TriangleList && vertexCount % 3) ||
(primType == PICA::PrimType::TriangleStrip && vertexCount < 3)) {
Helpers::panic("Invalid vertex count for primitive. Type: %d, vert count: %d\n", primType, vertexCount);
}
// Get the configuration for the index buffer, used only for indexed drawing
u32 indexBufferConfig = regs[PICAInternalRegs::IndexBufferConfig];
u32 indexBufferConfig = regs[PICA::InternalRegs::IndexBufferConfig];
u32 indexBufferPointer = vertexBase + (indexBufferConfig & 0xfffffff);
bool shortIndex = Helpers::getBit<31>(indexBufferConfig); // Indicates whether vert indices are 16-bit or 8-bit
// Stuff the global attribute config registers in one u64 to make attr parsing easier
// TODO: Cache this when the vertex attribute format registers are written to
u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
u64 vertexCfg = u64(regs[PICA::InternalRegs::AttribFormatLow]) | (u64(regs[PICA::InternalRegs::AttribFormatHigh]) << 32);
if constexpr (!indexed) {
u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
u32 offset = regs[PICA::InternalRegs::VertexOffsetReg];
log("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
} else {
log("PICA::DrawElements(vertex count = %d, index buffer config = %08X)\n", vertexCount, indexBufferConfig);
}
// Total number of input attributes to shader. Differs between GS and VS. Currently stubbed to the VS one, as we don't have geometry shaders.
const u32 inputAttrCount = (regs[PICAInternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
const u32 inputAttrCount = (regs[PICA::InternalRegs::VertexShaderInputBufferCfg] & 0xf) + 1;
const u64 inputAttrCfg = getVertexShaderInputConfig();
for (u32 i = 0; i < vertexCount; i++) {
u32 vertexIndex; // Index of the vertex in the VBO
if constexpr (!indexed) {
vertexIndex = i + regs[PICAInternalRegs::VertexOffsetReg];
vertexIndex = i + regs[PICA::InternalRegs::VertexOffsetReg];
} else {
if (shortIndex) {
auto ptr = getPointerPhys<u16>(indexBufferPointer);
@@ -209,7 +209,7 @@ void GPU::drawArrays() {
Vertex GPU::getImmediateModeVertex() {
Vertex v;
const int totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
// Copy immediate mode attributes to vertex shader unit
for (int i = 0; i < totalAttrCount; i++) {