dolphin/Source/Core/VideoCommon/PixelEngine.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "CommonTypes.h"
class PointerWrap;
namespace MMIO { class Mapping; }
// internal hardware addresses
enum
{
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PE_ZCONF = 0x00, // Z Config
PE_ALPHACONF = 0x02, // Alpha Config
PE_DSTALPHACONF = 0x04, // Destination Alpha Config
PE_ALPHAMODE = 0x06, // Alpha Mode Config
PE_ALPHAREAD = 0x08, // Alpha Read
PE_CTRL_REGISTER = 0x0a, // Control
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PE_TOKEN_REG = 0x0e, // Token
PE_BBOX_LEFT = 0x10, // Flip Left
PE_BBOX_RIGHT = 0x12, // Flip Right
PE_BBOX_TOP = 0x14, // Flip Top
PE_BBOX_BOTTOM = 0x16, // Flip Bottom
// NOTE: Order not verified
// These indicate the number of quads that are being used as input/output for each particular stage
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PE_PERF_ZCOMP_INPUT_ZCOMPLOC_L = 0x18,
PE_PERF_ZCOMP_INPUT_ZCOMPLOC_H = 0x1a,
PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_L = 0x1c,
PE_PERF_ZCOMP_OUTPUT_ZCOMPLOC_H = 0x1e,
PE_PERF_ZCOMP_INPUT_L = 0x20,
PE_PERF_ZCOMP_INPUT_H = 0x22,
PE_PERF_ZCOMP_OUTPUT_L = 0x24,
PE_PERF_ZCOMP_OUTPUT_H = 0x26,
PE_PERF_BLEND_INPUT_L = 0x28,
PE_PERF_BLEND_INPUT_H = 0x2a,
PE_PERF_EFB_COPY_CLOCKS_L = 0x2c,
PE_PERF_EFB_COPY_CLOCKS_H = 0x2e,
};
namespace PixelEngine
{
// ReadMode specifies the returned alpha channel for EFB peeks
union UPEAlphaReadReg
{
u16 Hex;
struct
{
u16 ReadMode : 2;
u16 : 14;
};
};
void Init();
void DoState(PointerWrap &p);
void RegisterMMIO(MMIO::Mapping* mmio, u32 base);
// gfx backend support
void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
void SetFinish(void);
void ResetSetFinish(void);
void ResetSetToken(void);
UPEAlphaReadReg GetAlphaReadMode();
// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
extern u16 bbox[4];
extern bool bbox_active;
} // end of namespace PixelEngine