Migrate PICA-types into PICA namespace
Rather than prefixing these types with `PICA`, a namespace is used instead.
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@@ -33,7 +33,7 @@ u32 GPU::readInternalReg(u32 index) {
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}
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void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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using namespace PICAInternalRegs;
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using namespace PICA::InternalRegs;
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if (index > regNum) {
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Helpers::panic("Tried to write to invalid GPU register. Index: %X, value: %08X\n", index, value);
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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(static_cast<PICAColorFmt>(format));
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renderer.setColourFormat(static_cast<PICA::ColorFmt>(format));
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break;
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}
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@@ -80,7 +80,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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case DepthBufferFormat: {
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u32 format = value & 0x3;
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renderer.setDepthFormat(static_cast<PICADepthFmt>(format));
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renderer.setDepthFormat(static_cast<PICA::DepthFmt>(format));
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break;
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}
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@@ -137,7 +137,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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if (fixedAttribIndex < 12) [[likely]] {
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shaderUnit.vs.fixedAttributes[fixedAttribIndex++] = attr;
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} else if (fixedAttribIndex == 15) { // Otherwise if it's 15, we're submitting an immediate mode vertex
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const uint totalAttrCount = (regs[PICAInternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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const uint totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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if (totalAttrCount <= immediateModeAttrIndex) {
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printf("Broken state in the immediate mode vertex submission pipeline. Failing silently\n");
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immediateModeAttrIndex = 0;
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@@ -151,13 +151,13 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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immediateModeVertices[immediateModeVertIndex++] = v;
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// Get primitive type
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const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
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const u32 primConfig = regs[PICA::InternalRegs::PrimitiveConfig];
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const u32 primType = getBits<8, 2>(primConfig);
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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(PICAPrimType::TriangleList, immediateModeVertices);
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renderer.drawVertices(PICA::PrimType::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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