Video_Software: Implement texture preloading

This commit is contained in:
NeoBrainX 2012-11-03 15:36:40 +01:00
parent d13163380d
commit 6f21f5eb34
2 changed files with 29 additions and 3 deletions

View File

@ -111,7 +111,25 @@ void SWBPWritten(int address, int newvalue)
PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tmem_config.tlut_src, bpmem.tmem_config.tlut_src << 5, (bpmem.tmem_config.tlut_src & 0xFFFFF)<< 5);
break;
}
case BPMEM_PRELOAD_MODE:
if (newvalue != 0)
{
// NOTE(neobrain): Apparently tmemodd doesn't affect hardware behavior at all (libogc uses it just as a buffe$
BPS_TmemConfig& tmem_cfg = bpmem.tmem_config;
u8* ram_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5);
u32 tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
u32 size = tmem_cfg.preload_tile_info.count * 32;
// Check if the game has overflowed TMEM, and copy up to the limit.
// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
if ((tmem_addr + size) > TMEM_SIZE)
size = TMEM_SIZE - tmem_addr;
memcpy(texMem + tmem_addr, ram_ptr, size);
}
break;
case BPMEM_TEV_REGISTER_L: // Reg 1
case BPMEM_TEV_REGISTER_L+2: // Reg 2
case BPMEM_TEV_REGISTER_L+4: // Reg 3

View File

@ -120,8 +120,16 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample)
TexImage0& ti0 = texUnit.texImage0[subTexmap];
TexTLUT& texTlut = texUnit.texTlut[subTexmap];
u32 imageBase = texUnit.texImage3[subTexmap].image_base << 5;
u8 *imageSrc = Memory::GetPointer(imageBase);
u8 *imageSrc;
if (texUnit.texImage1[subTexmap].image_type)
{
imageSrc = &texMem[texUnit.texImage1[subTexmap].tmem_even * TMEM_LINE_SIZE];
}
else
{
u32 imageBase = texUnit.texImage3[subTexmap].image_base << 5;
imageSrc = Memory::GetPointer(imageBase);
}
int imageWidth = ti0.width;
int imageHeight = ti0.height;