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https://github.com/Lime3DS/Lime3DS.git
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ebdae19fd2
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "video_core/pica.h"
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#include "video_core/primitive_assembly.h"
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#include "video_core/shader/shader.h"
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namespace Pica {
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/// Struct used to describe current Pica state
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struct State {
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void Reset();
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/// Pica registers
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Regs regs;
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Shader::ShaderSetup vs;
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Shader::ShaderSetup gs;
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std::array<Math::Vec4<float24>, 16> vs_default_attributes;
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struct {
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union LutEntry {
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// Used for raw access
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u32 raw;
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// LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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BitField<0, 12, u32> value; // 0.0.12 fixed point
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// Used by HW for efficient interpolation, Citra does not use these
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BitField<12, 12, s32> difference; // 1.0.11 fixed point
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float ToFloat() {
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return static_cast<float>(value) / 4095.f;
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}
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};
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std::array<std::array<LutEntry, 256>, 24> luts;
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} lighting;
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struct {
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union LutEntry {
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// Used for raw access
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u32 raw;
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BitField<0, 13, s32> difference; // 1.1.11 fixed point
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BitField<13, 11, u32> value; // 0.0.11 fixed point
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};
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std::array<LutEntry, 128> lut;
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} fog;
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/// Current Pica command list
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struct {
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const u32* head_ptr;
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const u32* current_ptr;
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u32 length;
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} cmd_list;
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/// Struct used to describe immediate mode rendering state
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struct ImmediateModeState {
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// Used to buffer partial vertices for immediate-mode rendering.
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Shader::InputVertex input_vertex;
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// Index of the next attribute to be loaded into `input_vertex`.
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u32 current_attribute = 0;
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} immediate;
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// This is constructed with a dummy triangle topology
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PrimitiveAssembler<Shader::OutputVertex> primitive_assembler;
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};
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extern State g_state; ///< Current Pica state
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} // namespace
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