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https://github.com/Lime3DS/Lime3DS
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* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
// Copyright 2014 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 "video_core/shader/shader.h"
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namespace Pica::Rasterizer {
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struct Vertex : Shader::OutputVertex {
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Vertex(const OutputVertex& v) : OutputVertex(v) {}
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// Attributes used to store intermediate results
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// position after perspective divide
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Common::Vec3<float24> screenpos;
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// Linear interpolation
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// factor: 0=this, 1=vtx
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// Note: This function cannot be called after perspective divide
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void Lerp(float24 factor, const Vertex& vtx) {
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pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
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quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
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color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
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view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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}
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// Linear interpolation
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// factor: 0=v0, 1=v1
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// Note: This function cannot be called after perspective divide
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static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
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Vertex ret = v0;
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ret.Lerp(factor, v1);
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return ret;
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}
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};
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void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
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} // namespace Pica::Rasterizer
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