mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-23 04:55:46 +01:00
renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
This commit is contained in:
parent
8e9318f20a
commit
aaa7beeda8
@ -920,7 +920,7 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
|
||||
std::array<std::array<GLfloat, 4>, 256> new_data;
|
||||
std::array<GLvec4, 256> new_data;
|
||||
|
||||
for (unsigned offset = 0; offset < new_data.size(); ++offset) {
|
||||
new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
|
||||
@ -969,7 +969,7 @@ void RasterizerOpenGL::SyncLightAmbient(int light_index) {
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncLightPosition(int light_index) {
|
||||
std::array<GLfloat, 3> position = {
|
||||
GLvec3 position = {
|
||||
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
|
||||
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
|
||||
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "video_core/rasterizer_interface.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/pica_to_gl.h"
|
||||
#include "video_core/shader/shader_interpreter.h"
|
||||
|
||||
/**
|
||||
@ -288,27 +289,27 @@ private:
|
||||
};
|
||||
|
||||
struct LightSrc {
|
||||
std::array<GLfloat, 3> specular_0;
|
||||
GLvec3 specular_0;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
std::array<GLfloat, 3> specular_1;
|
||||
GLvec3 specular_1;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
std::array<GLfloat, 3> diffuse;
|
||||
GLvec3 diffuse;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
std::array<GLfloat, 3> ambient;
|
||||
GLvec3 ambient;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
std::array<GLfloat, 3> position;
|
||||
GLvec3 position;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
};
|
||||
|
||||
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
|
||||
struct UniformData {
|
||||
// A vec4 color for each of the six tev stages
|
||||
std::array<GLfloat, 4> const_color[6];
|
||||
std::array<GLfloat, 4> tev_combiner_buffer_color;
|
||||
GLvec4 const_color[6];
|
||||
GLvec4 tev_combiner_buffer_color;
|
||||
GLint alphatest_ref;
|
||||
GLfloat depth_offset;
|
||||
INSERT_PADDING_WORDS(2);
|
||||
std::array<GLfloat, 3> lighting_global_ambient;
|
||||
GLvec3 lighting_global_ambient;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
LightSrc light_src[8];
|
||||
};
|
||||
@ -434,5 +435,5 @@ private:
|
||||
OGLFramebuffer framebuffer;
|
||||
|
||||
std::array<OGLTexture, 6> lighting_lut;
|
||||
std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut_data;
|
||||
std::array<std::array<GLvec4, 256>, 6> lighting_lut_data;
|
||||
};
|
||||
|
@ -10,6 +10,9 @@
|
||||
|
||||
#include "video_core/pica.h"
|
||||
|
||||
using GLvec3 = std::array<GLfloat, 3>;
|
||||
using GLvec4 = std::array<GLfloat, 4>;
|
||||
|
||||
namespace PicaToGL {
|
||||
|
||||
inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) {
|
||||
@ -175,7 +178,7 @@ inline GLenum StencilOp(Pica::Regs::StencilAction action) {
|
||||
return stencil_op_table[(unsigned)action];
|
||||
}
|
||||
|
||||
inline std::array<GLfloat, 4> ColorRGBA8(const u32 color) {
|
||||
inline GLvec4 ColorRGBA8(const u32 color) {
|
||||
return { { (color >> 0 & 0xFF) / 255.0f,
|
||||
(color >> 8 & 0xFF) / 255.0f,
|
||||
(color >> 16 & 0xFF) / 255.0f,
|
||||
|
@ -81,8 +81,8 @@ struct ScreenRectVertex {
|
||||
* The projection part of the matrix is trivial, hence these operations are represented
|
||||
* by a 3x2 matrix.
|
||||
*/
|
||||
static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
|
||||
std::array<GLfloat, 3*2> matrix;
|
||||
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
|
||||
std::array<GLfloat, 3 * 2> matrix;
|
||||
|
||||
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
|
||||
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
|
||||
|
Loading…
Reference in New Issue
Block a user