renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
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				| @ -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; | ||||
|  | ||||
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