common/vector_math: Move Vec[x] types into the Common namespace
These types are within the common library, so they should be using the Common namespace.
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db58652680
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40 changed files with 309 additions and 301 deletions
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@ -18,7 +18,7 @@
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namespace Pica::Rasterizer {
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void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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void DrawPixel(int x, int y, const Common::Vec4<u8>& color) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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@ -61,7 +61,7 @@ void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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}
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}
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const Math::Vec4<u8> GetPixel(int x, int y) {
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const Common::Vec4<u8> GetPixel(int x, int y) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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@ -257,10 +257,12 @@ u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u
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}
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}
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Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
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FramebufferRegs::BlendEquation equation) {
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Math::Vec4<int> result;
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Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
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const Common::Vec4<u8>& srcfactor,
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const Common::Vec4<u8>& dest,
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const Common::Vec4<u8>& destfactor,
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FramebufferRegs::BlendEquation equation) {
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Common::Vec4<int> result;
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auto src_result = (src * srcfactor).Cast<int>();
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auto dst_result = (dest * destfactor).Cast<int>();
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@ -299,8 +301,8 @@ Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4
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UNIMPLEMENTED();
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}
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return Math::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
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std::clamp(result.b(), 0, 255), std::clamp(result.a(), 0, 255));
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return Common::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
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std::clamp(result.b(), 0, 255), std::clamp(result.a(), 0, 255));
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};
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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@ -359,7 +361,7 @@ u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in
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// big-endian
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static const Math::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
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static const Common::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
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return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
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}
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