Recoded and moved BPStucts to VideoCommon. Some cleanup in PixelShaderManager. TODO: Have DX use BPFunctions. Note: Compiling DX plugin will not work atm.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2870 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox 2009-04-05 10:49:19 +00:00
parent 07c1b7d784
commit 1578e3e195
16 changed files with 1652 additions and 788 deletions

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@ -0,0 +1,60 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// ------------------------------------------
// The plugins has to define these functions
// ------------------------------------------
#ifndef _BPFUNCTIONS_H_
#define _BPFUNCTIONS_H_
#include "BPMemory.h"
#include "VideoCommon.h"
namespace BPFunctions
{
enum
{
CONFIG_ISWII = 0,
CONFIG_DISABLEFOG,
CONFIG_SHOWEFBREGIONS
};
void FlushPipeline();
void SetGenerationMode();
void SetScissor(const BreakPoint &bp);
void SetLineWidth();
void SetDepthMode();
void SetBlendMode();
void SetDitherMode();
void SetLogicOpMode();
void SetColorMask();
float GetRendererTargetScaleX();
float GetRendererTargetScaleY();
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const TRectangle &multirc);
void RestoreRenderState();
void SetScissorRectangle();
u8 *GetPointer(const u32 &address);
bool GetConfig(const int &type);
};
#endif // _BPFUNCTIONS_H_

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@ -24,7 +24,7 @@
BPMemory bpmem;
// The plugin must implement this.
void BPWritten(int addr, int changes, int newval);
void BPWritten(const BreakPoint& bp);
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
void LoadBPReg(u32 value0)
@ -34,10 +34,14 @@ void LoadBPReg(u32 value0)
int oldval = ((u32*)&bpmem)[opcode];
int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask);
int changes = (oldval ^ newval) & 0xFFFFFF;
BreakPoint bp = {opcode, changes, newval};
//reset the mask register
if (opcode != 0xFE)
bpmem.bpMask = 0xFFFFFF;
BPWritten(opcode, changes, newval);
BPWritten(bp);
}
// Called when loading a saved state.
@ -57,7 +61,8 @@ void BPReload()
// Cases in which we DON'T want to reload the BP
continue;
default:
BPWritten(i, 0xFFFFFF, ((u32*)&bpmem)[i]);
BreakPoint bp = {i, 0xFFFFFF, ((u32*)&bpmem)[i]};
BPWritten(bp);
}
}
}

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@ -23,39 +23,81 @@
#pragma pack(4)
#define BPMEM_GENMODE 0x00
#define BPMEM_IND_MTX 0x06
#define BPMEM_RAS1_SS0 0x25 // ind tex coord scale 0
#define BPMEM_RAS1_SS1 0x26 // ind tex coord scale 1
#define BPMEM_DISPLAYCOPYFILER 0x01 // 0x01 + 4
#define BPMEM_IND_MTXA 0x06 // 0x06 + (3 * 3)
#define BPMEM_IND_MTXB 0x07 // 0x07 + (3 * 3)
#define BPMEM_IND_MTXC 0x08 // 0x08 + (3 * 3)
#define BPMEM_IND_IMASK 0x0F
#define BPMEM_IND_CMD 0x10 // 0x10 + 16
#define BPMEM_SCISSORTL 0x20
#define BPMEM_SCISSORBR 0x21
#define BPMEM_LINEPTWIDTH 0x22
#define BPMEM_SU_COUNTER 0x23
#define BPMEM_RAS_COUNTER 0x24
#define BPMEM_RAS1_SS0 0x25
#define BPMEM_RAS1_SS1 0x26
#define BPMEM_IREF 0x27
#define BPMEM_TREF 0x28 // 0x28 + 8
#define BPMEM_SU_SSIZE 0x30 // 0x30 + (2 * 8)
#define BPMEM_SU_TSIZE 0x31 // 0x31 + (2 * 8)
#define BPMEM_ZMODE 0x40
#define BPMEM_BLENDMODE 0x41
#define BPMEM_CONSTANTALPHA 0x42
#define BPMEM_PE_CONTROL 0x43
#define BPMEM_FIELDMASK 0x44
#define BPMEM_SETDRAWDONE 0x45
#define BPMEM_CLOCK0 0x46
#define BPMEM_PE_TOKEN_ID 0x47
#define BPMEM_PE_TOKEN_INT_ID 0x48
#define BPMEM_EFB_TL 0x49
#define BPMEM_EFB_BR 0x4A
#define BPMEM_EFB_ADDR 0x4B
#define BPMEM_MIPMAP_STRIDE 0x4D
#define BPMEM_COPYYSCALE 0x4E
#define BPMEM_CLEAR_AR 0x4F
#define BPMEM_CLEAR_GB 0x50
#define BPMEM_CLEAR_Z 0x51
#define BPMEM_TRIGGER_EFB_COPY 0x52
#define BPMEM_ALPHACOMPARE 0xF3
#define BPMEM_LINEPTWIDTH 0x22
#define BPMEM_LOADTLUT 0x65
#define BPMEM_SETGPMETRIC 0x67
#define BPMEM_TEXINVALIDATE 0x66
#define BPMEM_SCISSORTL 0x20
#define BPMEM_SCISSORBR 0x21
#define BPMEM_COPYFILTER0 0x53
#define BPMEM_COPYFILTER1 0x54
#define BPMEM_CLEARBBOX1 0x55
#define BPMEM_CLEARBBOX2 0x56
#define BPMEM_SCISSOROFFSET 0x59
#define BPMEM_CLEARBBOX1 0x55 // let's hope not many games use bboxes..
#define BPMEM_CLEARBBOX2 0x56 // TODO(ector): add something that watches bboxes
#define BPMEM_TEXMODE0_1 0x80
#define BPMEM_TEXMODE0_2 0xA0
#define BPMEM_LOADTLUT0 0x64
#define BPMEM_LOADTLUT1 0x65
#define BPMEM_TEXINVALIDATE 0x66
#define BPMEM_SETGPMETRIC 0x67
#define BPMEM_FIELDMODE 0x68
#define BPMEM_CLOCK1 0x69
#define BPMEM_TX_SETMODE0 0x80 // 0x80 + 4
#define BPMEM_TX_SETMODE1 0x84 // 0x84 + 4
#define BPMEM_TX_SETIMAGE0 0x88 // 0x88 + 4
#define BPMEM_TX_SETIMAGE1 0x8C // 0x8C + 4
#define BPMEM_TX_SETIMAGE2 0x90 // 0x90 + 4
#define BPMEM_TX_SETIMAGE3 0x94 // 0x94 + 4
#define BPMEM_TX_LOADTLUT_0 0x98 // 0x98 + 4, This smells wrong, I think it should be SET
#define BPMEM_TX_SETMODE0_4 0xA0 // 0xA0 + 4
#define BPMEM_TX_SETMODE1_4 0xA4 // 0xA4 + 4
#define BPMEM_TX_SETIMAGE0_4 0xA8 // 0xA8 + 4
#define BPMEM_TX_SETIMAGE1_4 0xAC // 0xA4 + 4
#define BPMEM_TX_SETIMAGE2_4 0xB0 // 0xB0 + 4
#define BPMEM_TX_SETIMAGE3_4 0xB4 // 0xB4 + 4
#define BPMEM_TX_SETLUT_4 0xB8 // 0xB8 + 4
#define BPMEM_TEV_COLOR_ENV 0xC0 // 0xC0 + (2 * 16)
#define BPMEM_TEV_ALPHA_ENV 0xC1 // 0xC1 + (2 * 16)
#define BPMEM_TEV_REGISTER_L 0xE0 // 0xE0 + (2 * 4)
#define BPMEM_TEV_REGISTER_H 0xE1 // 0xE1 + (2 * 4)
#define BPMEM_FOGRANGE 0xE8
#define BPMEM_FOGPARAM0 0xEE
#define BPMEM_FOGBMAGNITUDE 0xEF
#define BPMEM_FOGBEXPONENT 0xF0
#define BPMEM_FOGPARAM3 0xF1
#define BPMEM_FOGCOLOR 0xF2
#define BPMEM_ALPHACOMPARE 0xF3
#define BPMEM_ZTEX1 0xF4
#define BPMEM_ZTEX2 0xF5
#define BPMEM_DRAWDONE 0x45
#define BPMEM_PE_TOKEN_ID 0x47
#define BPMEM_PE_TOKEN_INT_ID 0x48
#define BPMEM_TEV_KSEL 0xF6 // 0xF6 + 8
#define BPMEM_BP_MASK 0xFE
//////////////////////////////////////////////////////////////////////////
// Tev/combiner things
@ -779,6 +821,13 @@ union UPE_Copy
// All of BP memory
//////////////////////////////////////////////////////////////////////////
struct BreakPoint
{
int address;
int changes;
int newvalue;
};
struct BPMemory
{
GenMode genMode;

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@ -0,0 +1,486 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Profiler.h"
#include "Statistics.h"
#include "VideoCommon.h"
#include "PixelShaderManager.h"
#include "BPFunctions.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "OpcodeDecoding.h"
#include "VertexLoader.h"
#include "VertexShaderManager.h"
using namespace BPFunctions;
void BPInit()
{
memset(&bpmem, 0, sizeof(bpmem));
bpmem.bpMask = 0xFFFFFF;
}
// ----------------------------------------------------------------------------------------------------------
// Write to the BreakPoint Memory
/* ------------------
Called:
At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
TODO:
Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
just stuff geometry in them and don't put state changes there. */
// ----------------------------------------------------------------------------------------------------------
void BPWritten(const BreakPoint& bp)
{
// If nothing changed, return
//if ((bp.changes == 0 ? false : true))
// return;
// Flush the pipeline then update the BreakPoint Memory
FlushPipeline();
((u32*)&bpmem)[bp.address] = bp.newvalue;
switch (bp.address)
{
// -----------------------------------------------------
// BPs that calls other code besides updating the memory
// -----------------------------------------------------
case BPMEM_GENMODE:
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
SetGenerationMode();
break;
case BPMEM_IND_MTXA:
case BPMEM_IND_MTXB:
case BPMEM_IND_MTXC:
case BPMEM_IND_MTXA+3:
case BPMEM_IND_MTXB+3:
case BPMEM_IND_MTXC+3:
case BPMEM_IND_MTXA+6:
case BPMEM_IND_MTXB+6:
case BPMEM_IND_MTXC+6:
PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
break;
case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
PixelShaderManager::SetIndTexScaleChanged();
break;
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
SetScissor(bp);
break;
case BPMEM_LINEPTWIDTH:
SetLineWidth();
break;
case BPMEM_ZMODE:
PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
SetDepthMode();
break;
case BPMEM_BLENDMODE:
if (bp.changes & 0xFFFF)
{
PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d",
bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate,
bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode);
// Set LogicOp Blending Mode
if (bp.changes & 2)
{
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
SetLogicOpMode();
}
// Set Dithering Mode
if (bp.changes & 4)
{
SETSTAT(stats.dither, bpmem.blendmode.dither);
SetDitherMode();
}
// Set Blending Mode
if (bp.changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
SetBlendMode();
}
// Set Color Mask
if (bp.changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
SetColorMask();
}
}
break;
case BPMEM_CONSTANTALPHA:
PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
break;
case BPMEM_SETDRAWDONE:
switch (bp.newvalue & 0xFF)
{
case 0x02:
g_VideoInitialize.pSetPEFinish(); // may generate interrupt
DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF));
break;
default:
DEBUG_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF));
break;
}
break;
case BPMEM_PE_TOKEN_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE);
DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF));
break;
// ------------------------
// EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV.
// It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards.
case BPMEM_TRIGGER_EFB_COPY:
{
DVSTARTSUBPROFILE("LoadBPReg:swap");
// The bottom right is within the rectangle
// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
TRectangle rc = {
(int)(bpmem.copyTexSrcXY.x),
(int)(bpmem.copyTexSrcXY.y),
(int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)),
(int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1))
};
float MValueX = GetRendererTargetScaleX();
float MValueY = GetRendererTargetScaleY();
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
(int)(bpmem.copyTexSrcXY.x * MValueX),
(int)(bpmem.copyTexSrcXY.y * MValueY),
(int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)),
(int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY))
};
UPE_Copy PE_copy;
PE_copy.Hex = bpmem.triggerEFBCopy;
// ----------------------------------------------------------
// Check to where we should copy the image data from the EFB.
// ----------------------------------------------------------
if (PE_copy.copy_to_xfb == 0)
{
if (GetConfig(CONFIG_SHOWEFBREGIONS))
stats.efb_regions.push_back(rc);
u32 address = bpmem.copyTexDest << 5;
bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24);
bool isIntensity = (PE_copy.intensity_fmt > 0);
u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8));
bool scaleByHalf = (PE_copy.half_scale > 0);
CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf);
}
else
{
// the number of lines copied is determined by the y scale * source efb height
float yScale = bpmem.dispcopyyscale / 256.0f;
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
u32 dstHeight = (u32)xfbLines;
RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight);
}
// ----------------------------------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// ----------------------------------------------------------------------------------
if (PE_copy.clear)
ClearScreen(multirc);
RestoreRenderState();
break;
}
case BPMEM_SCISSOROFFSET:
SetScissorRectangle();
break;
case BPMEM_LOADTLUT0:
case BPMEM_LOADTLUT1:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5;
u8 *ptr = 0;
// TODO - figure out a cleaner way.
if (GetConfig(CONFIG_ISWII))
ptr = GetPointer(bpmem.tlutXferSrc << 5);
else
ptr = GetPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5);
if (ptr)
memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
else
PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5);
// TODO(ector) : kill all textures that use this palette
// Not sure if it's a good idea, though. For now, we hash texture palettes
}
break;
case BPMEM_FOGRANGE:
case BPMEM_FOGPARAM0:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGBEXPONENT:
case BPMEM_FOGPARAM3:
if(!GetConfig(CONFIG_DISABLEFOG))
PixelShaderManager::SetFogParamChanged();
break;
case BPMEM_FOGCOLOR:
PixelShaderManager::SetFogColorChanged();
break;
case BPMEM_ALPHACOMPARE:
PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alphaFunc.ref0,
bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
PixelShaderManager::SetAlpha(bpmem.alphaFunc);
break;
case BPMEM_ZTEX1: // BIAS
PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
break;
case BPMEM_ZTEX2:
if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
#if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
#endif
break;
// --------------------------------------
// BPs that only flush and update memory
// --------------------------------------
case BPMEM_DISPLAYCOPYFILER:
case BPMEM_DISPLAYCOPYFILER+1:
case BPMEM_DISPLAYCOPYFILER+2:
case BPMEM_DISPLAYCOPYFILER+3:
case BPMEM_IND_IMASK:
case BPMEM_SU_COUNTER:
case BPMEM_RAS_COUNTER:
case BPMEM_IREF:
case BPMEM_PE_CONTROL:
case BPMEM_FIELDMASK:
case BPMEM_CLOCK0:
case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
case BPMEM_EFB_ADDR: // EFB Target Address
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
case BPMEM_COPYFILTER0:
case BPMEM_COPYFILTER1:
case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes..
case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes
case BPMEM_TEXINVALIDATE:
case BPMEM_SETGPMETRIC: // Debugging info
case BPMEM_FIELDMODE:
case BPMEM_CLOCK1:
case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0
case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1
case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2
case BPMEM_TEV_KSEL+3:// Texture Environment Swap Mode Table 3
case BPMEM_TEV_KSEL+4:// Texture Environment Swap Mode Table 4
case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5
case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6
case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7
case BPMEM_BP_MASK:
break;
// ------------------------------------------------
// On Default, we try to look for other things
// before we give up and say its an unknown opcode
// ------------------------------------------------
default:
switch (bp.address & 0xFC) // Texture sampler filter
{
case BPMEM_TREF: // Texture Environment Order
case BPMEM_TREF+1:
case BPMEM_TREF+2:
case BPMEM_TREF+3:
case BPMEM_TREF+4:
case BPMEM_TREF+5:
case BPMEM_TREF+6:
case BPMEM_TREF+7:
case BPMEM_SU_SSIZE: // Texture Wrap Size U?
case BPMEM_SU_TSIZE: // Texture Wrap Size V?
case BPMEM_SU_SSIZE+2:
case BPMEM_SU_TSIZE+2:
case BPMEM_SU_SSIZE+4:
case BPMEM_SU_TSIZE+4:
case BPMEM_SU_SSIZE+6:
case BPMEM_SU_TSIZE+6:
case BPMEM_SU_SSIZE+8:
case BPMEM_SU_TSIZE+8:
case BPMEM_SU_SSIZE+10:
case BPMEM_SU_TSIZE+10:
case BPMEM_SU_SSIZE+12:
case BPMEM_SU_TSIZE+12:
case BPMEM_SU_SSIZE+14:
case BPMEM_SU_TSIZE+14:
case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0
case BPMEM_TX_SETMODE0+1:
case BPMEM_TX_SETMODE0+2:
case BPMEM_TX_SETMODE0+3: // Index 4
case BPMEM_TX_SETMODE1:
case BPMEM_TX_SETMODE1+1:
case BPMEM_TX_SETMODE1+2:
case BPMEM_TX_SETMODE1+3:
case BPMEM_TX_SETIMAGE0: // Texture Size ?
case BPMEM_TX_SETIMAGE0+1:
case BPMEM_TX_SETIMAGE0+2:
case BPMEM_TX_SETIMAGE0+3:
case BPMEM_TX_SETIMAGE1:
case BPMEM_TX_SETIMAGE1+1:
case BPMEM_TX_SETIMAGE1+2:
case BPMEM_TX_SETIMAGE1+3:
case BPMEM_TX_SETIMAGE2:
case BPMEM_TX_SETIMAGE2+1:
case BPMEM_TX_SETIMAGE2+2:
case BPMEM_TX_SETIMAGE2+3:
case BPMEM_TX_SETIMAGE3: // Texture Pointer
case BPMEM_TX_SETIMAGE3+1:
case BPMEM_TX_SETIMAGE3+2:
case BPMEM_TX_SETIMAGE3+3:
case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
case BPMEM_TX_LOADTLUT_0+1:
case BPMEM_TX_LOADTLUT_0+2:
case BPMEM_TX_LOADTLUT_0+3:
case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
case BPMEM_TX_SETMODE0_4+1:
case BPMEM_TX_SETMODE0_4+2:
case BPMEM_TX_SETMODE0_4+3:
case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4+1:
case BPMEM_TX_SETMODE1_4+2:
case BPMEM_TX_SETMODE1_4+3:
case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8
case BPMEM_TX_SETIMAGE0_4+1:
case BPMEM_TX_SETIMAGE0_4+2:
case BPMEM_TX_SETIMAGE0_4+3:
case BPMEM_TX_SETIMAGE1_4: // This is Image 1 for Index 5 to 8
case BPMEM_TX_SETIMAGE1_4+1:
case BPMEM_TX_SETIMAGE1_4+2:
case BPMEM_TX_SETIMAGE1_4+3:
case BPMEM_TX_SETIMAGE2_4: // This is Image 2 for Index 5 to 8
case BPMEM_TX_SETIMAGE2_4+1:
case BPMEM_TX_SETIMAGE2_4+2:
case BPMEM_TX_SETIMAGE2_4+3:
case BPMEM_TX_SETIMAGE3_4: // This is Image 3 for Index 5 to 8
case BPMEM_TX_SETIMAGE3_4+1:
case BPMEM_TX_SETIMAGE3_4+2:
case BPMEM_TX_SETIMAGE3_4+3:
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
case BPMEM_TX_SETLUT_4+1:
case BPMEM_TX_SETLUT_4+2:
case BPMEM_TX_SETLUT_4+3:
break;
case BPMEM_TEV_REGISTER_L: // Reg 1
case BPMEM_TEV_REGISTER_H:
case BPMEM_TEV_REGISTER_L+2: // Reg 2
case BPMEM_TEV_REGISTER_H+2:
case BPMEM_TEV_REGISTER_L+4: // Reg 3
case BPMEM_TEV_REGISTER_H+4:
case BPMEM_TEV_REGISTER_L+6: // Reg 4
case BPMEM_TEV_REGISTER_H+6:
if (bp.address & 1)
{
// don't compare with changes!
int num = (bp.address >> 1 ) & 0x3;
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
}
break;
// ------------------------------------------------
// On Default, we try to look for other things
// before we give up and say its an unknown opcode
// again ...
// ------------------------------------------------
default:
switch (bp.address & 0xF0)
{
case BPMEM_IND_CMD:
case BPMEM_IND_CMD+1:
case BPMEM_IND_CMD+2:
case BPMEM_IND_CMD+3:
case BPMEM_IND_CMD+4:
case BPMEM_IND_CMD+5:
case BPMEM_IND_CMD+6:
case BPMEM_IND_CMD+7:
case BPMEM_IND_CMD+8:
case BPMEM_IND_CMD+9:
case BPMEM_IND_CMD+10:
case BPMEM_IND_CMD+11:
case BPMEM_IND_CMD+12:
case BPMEM_IND_CMD+13:
case BPMEM_IND_CMD+14:
case BPMEM_IND_CMD+15:
case BPMEM_TEV_COLOR_ENV: // Texture Environment 1
case BPMEM_TEV_ALPHA_ENV:
case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2
case BPMEM_TEV_ALPHA_ENV+2:
case BPMEM_TEV_COLOR_ENV+4: // Texture Environment 3
case BPMEM_TEV_ALPHA_ENV+4:
case BPMEM_TEV_COLOR_ENV+8: // Texture Environment 4
case BPMEM_TEV_ALPHA_ENV+8:
case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 5
case BPMEM_TEV_ALPHA_ENV+10:
case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 6
case BPMEM_TEV_ALPHA_ENV+12:
case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 7
case BPMEM_TEV_ALPHA_ENV+14:
case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 8
case BPMEM_TEV_ALPHA_ENV+16:
case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 9
case BPMEM_TEV_ALPHA_ENV+18:
case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 10
case BPMEM_TEV_ALPHA_ENV+20:
case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 11
case BPMEM_TEV_ALPHA_ENV+22:
case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 12
case BPMEM_TEV_ALPHA_ENV+24:
case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 13
case BPMEM_TEV_ALPHA_ENV+26:
case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 14
case BPMEM_TEV_ALPHA_ENV+28:
case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 15
case BPMEM_TEV_ALPHA_ENV+30:
case BPMEM_TEV_COLOR_ENV+32: // Texture Environment 16
case BPMEM_TEV_ALPHA_ENV+32:
break;
default:
WARN_LOG(VIDEO, "Unknown BreakPoint opcode: address = %08x value = %08x", bp.address, bp.newvalue);
}
}
}
}

View File

@ -1,27 +1,27 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _BPSTRUCTS_H_
#define _BPSTRUCTS_H_
#include "BPMemory.h"
void BPInit();
void LoadBPReg(u32 value0);
void BPReload();
#endif // _BPSTRUCTS_H_
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _BPSTRUCTS_H_
#define _BPSTRUCTS_H_
#include "BPMemory.h"
void BPInit();
void LoadBPReg(u32 value0);
void BPReload();
#endif // _BPSTRUCTS_H_

View File

@ -328,31 +328,6 @@ void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
{
s_nIndTexMtxChanged |= 1 << matrixidx;
}
void PixelShaderManager::SetGenModeChanged()
{
}
void PixelShaderManager::SetTevCombinerChanged(int id)
{
}
void PixelShaderManager::SetTevKSelChanged(int id)
{
}
void PixelShaderManager::SetTevOrderChanged(int id)
{
}
void PixelShaderManager::SetTevIndirectChanged(int id)
{
}
void PixelShaderManager::SetZTextureOpChanged()
{
}
void PixelShaderManager::SetZTextureTypeChanged()
{
s_bZTextureTypeChanged = true;

View File

@ -41,23 +41,15 @@ public:
static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
static void SetZTextureBias(u32 bias);
static void SetViewport(float* viewport);
static void SetIndTexScaleChanged();
static void SetIndMatrixChanged(int matrixidx);
static void SetGenModeChanged();
static void SetTevCombinerChanged(int id);
static void SetTevKSelChanged(int id);
static void SetTevOrderChanged(int id);
static void SetTevIndirectChanged(int id);
static void SetZTextureOpChanged();
static void SetZTextureTypeChanged();
static void SetIndTexScaleChanged();
static void SetTexturesUsed(u32 nonpow2tex);
static void SetTexDimsChanged(int texmapid);
static void SetFogColorChanged();
static void SetFogParamChanged();
static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
static u32 GetTextureMask();
};

View File

@ -7,6 +7,7 @@ files = [
'CPMemory.cpp',
'XFMemory.cpp',
'XFStructs.cpp',
'BPStructs.cpp',
'memcpy_amd.cpp',
'LookUpTables.cpp',
'OpcodeDecoding.cpp',

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Version="9.00"
Name="VideoCommon"
ProjectGUID="{E5D1F0C0-AA07-4841-A4EB-4CF4DAA6B0FA}"
RootNamespace="VideoCommon"
@ -609,6 +609,18 @@
>
</File>
</Filter>
<File
RelativePath=".\Src\BPFunctions.h"
>
</File>
<File
RelativePath=".\Src\BPStructs.cpp"
>
</File>
<File
RelativePath=".\Src\BPStructs.h"
>
</File>
<File
RelativePath=".\Src\DataReader.h"
>

View File

@ -1179,6 +1179,10 @@
<Filter
Name="Decoder"
>
<File
RelativePath=".\Src\BPFunctions.cpp"
>
</File>
<File
RelativePath=".\Src\BPStructs.cpp"
>

View File

@ -0,0 +1,99 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "BPFunctions.h"
namespace BPFunctions
{
void FlushPipeline()
{
}
void SetGenerationMode()
{
}
void SetScissor(const BreakPoint &bp)
{
}
void SetLineWidth()
{
}
void SetDepthMode()
{
}
void SetBlendMode()
{
Renderer::SetBlendMode(false);
}
void SetDitherMode()
{
}
void SetLogicOpMode()
{
}
void SetColorMask()
{
}
float GetRendererTargetScaleX()
{
return 0.0f;
}
float GetRendererTargetScaleY()
{
return 0.0f;
}
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
}
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{
}
void ClearScreen(const TRectangle &multirc)
{
}
void RestoreRenderState()
{
}
void SetScissorRectangle()
{
}
bool GetConfig(const int &type)
{
return false;
}
u8 *GetPointer(const u32 &address)
{
return NULL;
}
};

View File

@ -137,7 +137,6 @@ void BPWritten(int addr, int changes, int newval)
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
PixelShaderManager::SetGenModeChanged();
}
break;
case BPMEM_IND_MTX+0:

View File

@ -717,11 +717,7 @@
Name="Decoder"
>
<File
RelativePath=".\Src\BPStructs.cpp"
>
</File>
<File
RelativePath=".\Src\BPStructs.h"
RelativePath=".\Src\BPFunctions.cpp"
>
</File>
<File

View File

@ -0,0 +1,255 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "BPFunctions.h"
#include "Globals.h"
#include "Profiler.h"
#include "Config.h"
#include "VertexManager.h"
#include "Render.h"
#include "TextureMngr.h"
#include "TextureConverter.h"
#include "VertexShaderManager.h"
#include "XFB.h"
#include "main.h"
namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// ----------------------------------------------
static const GLenum glCmpFuncs[8] = {
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
};
static const GLenum glLogicOpCodes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
};
void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode()
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
glDisable(GL_CULL_FACE);
}
void SetScissor(const BreakPoint &bp)
{
if (!Renderer::SetScissorRect())
if (bp.address == BPMEM_SCISSORBR)
ERROR_LOG(VIDEO, "bad scissor!");
}
void SetLineWidth()
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void SetDepthMode()
{
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode()
{
Renderer::SetBlendMode(false);
}
void SetDitherMode()
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void SetLogicOpMode()
{
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
}
void SetColorMask()
{
Renderer::SetColorMask();
}
float GetRendererTargetScaleX()
{
return Renderer::GetTargetScaleX();
}
float GetRendererTargetScaleY()
{
return Renderer::GetTargetScaleY();
}
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (!g_Config.bEFBCopyDisable)
if (g_Config.bCopyEFBToRAM) // To RAM
TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
else // To OGL Texture
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{
// EFB to XFB
if (g_Config.bUseXFB)
{
XFB_Write(pXFB, multirc, dstWidth, dstHeight);
// FIXME: we draw XFB from here in DC mode.
// Bad hack since we can have multiple EFB to XFB copy before a draw.
// Plus we should use width and height from VI regs (see VI->Update()).
// Dixit donkopunchstania for the info.
//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
if (g_VideoInitialize.bUseDualCore)
XFB_Draw(pXFB, dstWidth, dstHeight, 0);
}
else
{
// Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
// Seen in Spartan Warrior. Not sure how to deal with it yet.
Renderer::Swap(multirc);
}
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const TRectangle &multirc)
{
// Clear color
Renderer::SetRenderMode(Renderer::RM_Normal);
// Clear Z-Buffer target
bool bRestoreZBufferTarget = Renderer::UseFakeZTarget();
// Update the view port for clearing the picture
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
// Always set the scissor in case it was set by the game and has not been reset
glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
(multirc.right - multirc.left), (multirc.bottom - multirc.top));
// ---------------------------
VertexShaderManager::SetViewportChanged();
// Since clear operations use the source rectangle, we have to do
// regular renders (glClear clears the entire buffer)
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
{
GLbitfield bits = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f),
((clearColor>>24) & 0xff)*(1/255.0f));
bits |= GL_COLOR_BUFFER_BIT;
}
if (bpmem.zmode.updateenable)
{
glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
bits |= GL_DEPTH_BUFFER_BIT;
}
if (bRestoreZBufferTarget)
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
glClear(bits);
}
// Have to clear the target zbuffer
if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
{
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
GL_REPORT_ERRORD();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// red should probably be the LSB
glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
glClear(GL_COLOR_BUFFER_BIT);
Renderer::SetColorMask();
GL_REPORT_ERRORD();
}
if (bRestoreZBufferTarget)
{
// restore target
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, s_drawbuffers);
}
}
void RestoreRenderState()
{
Renderer::RestoreGLState();
}
void SetScissorRectangle()
{
Renderer::SetScissorRect();
}
bool GetConfig(const int &type)
{
switch (type)
{
case CONFIG_ISWII:
return g_VideoInitialize.bWii;
case CONFIG_DISABLEFOG:
return g_Config.bDisableFog;
case CONFIG_SHOWEFBREGIONS:
return g_Config.bShowEFBCopyRegions;
default:
PanicAlert("GetConfig Error: Unknown Config Type!");
return false;
}
}
u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
};

View File

@ -11,6 +11,7 @@ name = "Plugin_VideoOGL"
files = [
'BPStructs.cpp',
'BPFunctions.cpp',
'Config.cpp',
'rasterfont.cpp',
'Render.cpp',