Change "BreakPoint" to "Bypass", YAGD says BP REG is a "Bypass Raster State Register"

Also some cleanup in BPStructs and I think this should be SETTLUT not LOADTLUT, because there is already a LOADTLUT earlier in the reg list.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2898 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox 2009-04-06 16:10:45 +00:00
parent 67834f960e
commit 80d48a08d8
6 changed files with 78 additions and 77 deletions

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@ -37,23 +37,23 @@ enum
}; };
void FlushPipeline(); void FlushPipeline();
void SetGenerationMode(const BreakPoint &bp); void SetGenerationMode(const Bypass &bp);
void SetScissor(const BreakPoint &bp); void SetScissor(const Bypass &bp);
void SetLineWidth(const BreakPoint &bp); void SetLineWidth(const Bypass &bp);
void SetDepthMode(const BreakPoint &bp); void SetDepthMode(const Bypass &bp);
void SetBlendMode(const BreakPoint &bp); void SetBlendMode(const Bypass &bp);
void SetDitherMode(const BreakPoint &bp); void SetDitherMode(const Bypass &bp);
void SetLogicOpMode(const BreakPoint &bp); void SetLogicOpMode(const Bypass &bp);
void SetColorMask(const BreakPoint &bp); void SetColorMask(const Bypass &bp);
float GetRendererTargetScaleX(); float GetRendererTargetScaleX();
float GetRendererTargetScaleY(); float GetRendererTargetScaleY();
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf); void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight); void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc); void ClearScreen(const Bypass &bp, const TRectangle &multirc);
void RestoreRenderState(const BreakPoint &bp); void RestoreRenderState(const Bypass &bp);
u8 *GetPointer(const u32 &address); u8 *GetPointer(const u32 &address);
bool GetConfig(const int &type); bool GetConfig(const int &type);
void SetSamplerState(const BreakPoint &bp); void SetSamplerState(const Bypass &bp);
}; };
#endif // _BPFUNCTIONS_H_ #endif // _BPFUNCTIONS_H_

View File

@ -24,7 +24,7 @@
BPMemory bpmem; BPMemory bpmem;
// The plugin must implement this. // The plugin must implement this.
void BPWritten(const BreakPoint& bp); void BPWritten(const Bypass& bp);
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
void LoadBPReg(u32 value0) void LoadBPReg(u32 value0)
@ -35,7 +35,7 @@ void LoadBPReg(u32 value0)
int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask); int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask);
int changes = (oldval ^ newval) & 0xFFFFFF; int changes = (oldval ^ newval) & 0xFFFFFF;
BreakPoint bp = {opcode, changes, newval}; Bypass bp = {opcode, changes, newval};
//reset the mask register //reset the mask register
if (opcode != 0xFE) if (opcode != 0xFE)
@ -61,7 +61,7 @@ void BPReload()
// Cases in which we DON'T want to reload the BP // Cases in which we DON'T want to reload the BP
continue; continue;
default: default:
BreakPoint bp = {i, 0xFFFFFF, ((u32*)&bpmem)[i]}; Bypass bp = {i, 0xFFFFFF, ((u32*)&bpmem)[i]};
BPWritten(bp); BPWritten(bp);
} }
} }

View File

@ -62,6 +62,7 @@
#define BPMEM_COPYFILTER1 0x54 #define BPMEM_COPYFILTER1 0x54
#define BPMEM_CLEARBBOX1 0x55 #define BPMEM_CLEARBBOX1 0x55
#define BPMEM_CLEARBBOX2 0x56 #define BPMEM_CLEARBBOX2 0x56
#define BPMEM_UNKNOWN 0xFF
#define BPMEM_SCISSOROFFSET 0x59 #define BPMEM_SCISSOROFFSET 0x59
#define BPMEM_LOADTLUT0 0x64 #define BPMEM_LOADTLUT0 0x64
#define BPMEM_LOADTLUT1 0x65 #define BPMEM_LOADTLUT1 0x65
@ -75,7 +76,7 @@
#define BPMEM_TX_SETIMAGE1 0x8C // 0x8C + 4 #define BPMEM_TX_SETIMAGE1 0x8C // 0x8C + 4
#define BPMEM_TX_SETIMAGE2 0x90 // 0x90 + 4 #define BPMEM_TX_SETIMAGE2 0x90 // 0x90 + 4
#define BPMEM_TX_SETIMAGE3 0x94 // 0x94 + 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_SETTLUT 0x98 // 0x98 + 4
#define BPMEM_TX_SETMODE0_4 0xA0 // 0xA0 + 4 #define BPMEM_TX_SETMODE0_4 0xA0 // 0xA0 + 4
#define BPMEM_TX_SETMODE1_4 0xA4 // 0xA4 + 4 #define BPMEM_TX_SETMODE1_4 0xA4 // 0xA4 + 4
#define BPMEM_TX_SETIMAGE0_4 0xA8 // 0xA8 + 4 #define BPMEM_TX_SETIMAGE0_4 0xA8 // 0xA8 + 4
@ -821,7 +822,7 @@ union UPE_Copy
// All of BP memory // All of BP memory
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
struct BreakPoint struct Bypass
{ {
int address; int address;
int changes; int changes;

View File

@ -37,7 +37,7 @@ void BPInit()
} }
// ---------------------------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------------------------
// Write to the BreakPoint Memory // Write to the Bypass Memory
/* ------------------ /* ------------------
Called: Called:
At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
@ -46,7 +46,7 @@ void BPInit()
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\ getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
just stuff geometry in them and don't put state changes there. */ just stuff geometry in them and don't put state changes there. */
// ---------------------------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------------------------
void BPWritten(const BreakPoint& bp) void BPWritten(const Bypass& bp)
{ {
// -------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------
@ -324,6 +324,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_BP_MASK: // Masks case BPMEM_BP_MASK: // Masks
case BPMEM_IND_IMASK: case BPMEM_IND_IMASK:
break; break;
case BPMEM_UNKNOWN: // This is always set to 0xF at boot of any game, so this sounds like a useless reg
// ------------------------------------------------ // ------------------------------------------------
// On Default, we try to look for other things // On Default, we try to look for other things
@ -341,6 +342,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TREF+6: case BPMEM_TREF+6:
case BPMEM_TREF+7: case BPMEM_TREF+7:
break; break;
// -------------------------------------
// This could be Level Of Detail control for Wrap
case BPMEM_SU_SSIZE: // Texture Wrap Size U? case BPMEM_SU_SSIZE: // Texture Wrap Size U?
case BPMEM_SU_TSIZE: // Texture Wrap Size V? case BPMEM_SU_TSIZE: // Texture Wrap Size V?
case BPMEM_SU_SSIZE+2: case BPMEM_SU_SSIZE+2:
@ -366,57 +369,54 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETMODE1+1: case BPMEM_TX_SETMODE1+1:
case BPMEM_TX_SETMODE1+2: case BPMEM_TX_SETMODE1+2:
case BPMEM_TX_SETMODE1+3: case BPMEM_TX_SETMODE1+3:
case BPMEM_TX_SETMODE0_4:
case BPMEM_TX_SETMODE0_4+1:
case BPMEM_TX_SETMODE0_4+2:
case BPMEM_TX_SETMODE0_4+3:
case BPMEM_TX_SETMODE1_4:
case BPMEM_TX_SETMODE1_4+1:
case BPMEM_TX_SETMODE1_4+2:
case BPMEM_TX_SETMODE1_4+3:
SetSamplerState(bp); SetSamplerState(bp);
break; break;
case BPMEM_TX_SETIMAGE0: // Texture Size ? case BPMEM_TX_SETIMAGE0:
case BPMEM_TX_SETIMAGE0+1: case BPMEM_TX_SETIMAGE0+1:
case BPMEM_TX_SETIMAGE0+2: case BPMEM_TX_SETIMAGE0+2:
case BPMEM_TX_SETIMAGE0+3: case BPMEM_TX_SETIMAGE0+3:
case BPMEM_TX_SETIMAGE0_4:
case BPMEM_TX_SETIMAGE0_4+1:
case BPMEM_TX_SETIMAGE0_4+2:
case BPMEM_TX_SETIMAGE0_4+3:
case BPMEM_TX_SETIMAGE1: case BPMEM_TX_SETIMAGE1:
case BPMEM_TX_SETIMAGE1+1: case BPMEM_TX_SETIMAGE1+1:
case BPMEM_TX_SETIMAGE1+2: case BPMEM_TX_SETIMAGE1+2:
case BPMEM_TX_SETIMAGE1+3: case BPMEM_TX_SETIMAGE1+3:
case BPMEM_TX_SETIMAGE1_4:
case BPMEM_TX_SETIMAGE1_4+1:
case BPMEM_TX_SETIMAGE1_4+2:
case BPMEM_TX_SETIMAGE1_4+3:
case BPMEM_TX_SETIMAGE2: case BPMEM_TX_SETIMAGE2:
case BPMEM_TX_SETIMAGE2+1: case BPMEM_TX_SETIMAGE2+1:
case BPMEM_TX_SETIMAGE2+2: case BPMEM_TX_SETIMAGE2+2:
case BPMEM_TX_SETIMAGE2+3: case BPMEM_TX_SETIMAGE2+3:
case BPMEM_TX_SETIMAGE2_4:
case BPMEM_TX_SETIMAGE2_4+1:
case BPMEM_TX_SETIMAGE2_4+2:
case BPMEM_TX_SETIMAGE2_4+3:
case BPMEM_TX_SETIMAGE3: // Texture Pointer case BPMEM_TX_SETIMAGE3: // Texture Pointer
case BPMEM_TX_SETIMAGE3+1: case BPMEM_TX_SETIMAGE3+1:
case BPMEM_TX_SETIMAGE3+2: case BPMEM_TX_SETIMAGE3+2:
case BPMEM_TX_SETIMAGE3+3: case BPMEM_TX_SETIMAGE3+3:
break; case BPMEM_TX_SETIMAGE3_4:
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:
break;
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:
break;
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+1:
case BPMEM_TX_SETIMAGE3_4+2: case BPMEM_TX_SETIMAGE3_4+2:
case BPMEM_TX_SETIMAGE3_4+3: case BPMEM_TX_SETIMAGE3_4+3:
break; break;
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8 case BPMEM_TX_SETTLUT:
case BPMEM_TX_SETTLUT+1:
case BPMEM_TX_SETTLUT+2:
case BPMEM_TX_SETTLUT+3:
case BPMEM_TX_SETLUT_4:
case BPMEM_TX_SETLUT_4+1: case BPMEM_TX_SETLUT_4+1:
case BPMEM_TX_SETLUT_4+2: case BPMEM_TX_SETLUT_4+2:
case BPMEM_TX_SETLUT_4+3: case BPMEM_TX_SETLUT_4+3:
@ -495,7 +495,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TEV_ALPHA_ENV+32: case BPMEM_TEV_ALPHA_ENV+32:
break; break;
default: default:
WARN_LOG(VIDEO, "Unknown BreakPoint opcode: address = %08x value = %08x", bp.address, bp.newvalue); WARN_LOG(VIDEO, "Unknown Bypass opcode: address = %08x value = %08x", bp.address, bp.newvalue);
} }
} }

View File

@ -100,7 +100,7 @@ void FlushPipeline()
VertexManager::Flush(); VertexManager::Flush();
} }
void SetGenerationMode(const BreakPoint &bp) void SetGenerationMode(const Bypass &bp)
{ {
// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); // dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
@ -123,17 +123,17 @@ void SetGenerationMode(const BreakPoint &bp)
} }
} }
void SetScissor(const BreakPoint &bp) void SetScissor(const Bypass &bp)
{ {
Renderer::SetScissorRect(); Renderer::SetScissorRect();
} }
void SetLineWidth(const BreakPoint &bp) void SetLineWidth(const Bypass &bp)
{ {
// We can't change line width in D3D unless we use ID3DXLine // We can't change line width in D3D unless we use ID3DXLine
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f; float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize)); Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
} }
void SetDepthMode(const BreakPoint &bp) void SetDepthMode(const Bypass &bp)
{ {
if (bpmem.zmode.testenable) if (bpmem.zmode.testenable)
{ {
@ -159,7 +159,7 @@ void SetDepthMode(const BreakPoint &bp)
// Renderer::SetRenderMode(Renderer::RM_Normal); // Renderer::SetRenderMode(Renderer::RM_Normal);
} }
void SetBlendMode(const BreakPoint &bp) void SetBlendMode(const Bypass &bp)
{ {
if (bp.changes & 1) if (bp.changes & 1)
Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable); Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
@ -196,15 +196,15 @@ void SetBlendMode(const BreakPoint &bp)
Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD); Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
} }
} }
void SetDitherMode(const BreakPoint &bp) void SetDitherMode(const Bypass &bp)
{ {
Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither); Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
} }
void SetLogicOpMode(const BreakPoint &bp) void SetLogicOpMode(const Bypass &bp)
{ {
// Logic op blending. D3D can't do this but can fake some modes. // Logic op blending. D3D can't do this but can fake some modes.
} }
void SetColorMask(const BreakPoint &bp) void SetColorMask(const Bypass &bp)
{ {
DWORD write = 0; DWORD write = 0;
if (bpmem.blendmode.alphaupdate) if (bpmem.blendmode.alphaupdate)
@ -222,19 +222,19 @@ float GetRendererTargetScaleY()
{ {
return Renderer::GetYScale(); return Renderer::GetYScale();
} }
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf) void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{ {
RECT rec = { rc.left, rc.top, rc.right, rc.bottom }; RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec); TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
} }
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight) void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{ {
Renderer::SwapBuffers(); Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()"); PRIM_LOG("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB(); g_VideoInitialize.pCopiedToXFB();
} }
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc) void ClearScreen(const Bypass &bp, const TRectangle &multirc)
{ {
// it seems that the GC is able to alpha blend on color-fill // it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it // we cant do that so if alpha is != 255 we skip it
@ -266,7 +266,7 @@ void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0); D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
} }
void RestoreRenderState(const BreakPoint &bp) void RestoreRenderState(const Bypass &bp)
{ {
//Renderer::SetRenderMode(Renderer::RM_Normal); //Renderer::SetRenderMode(Renderer::RM_Normal);
} }
@ -290,7 +290,7 @@ u8 *GetPointer(const u32 &address)
{ {
return g_VideoInitialize.pGetMemoryPointer(address); return g_VideoInitialize.pGetMemoryPointer(address);
} }
void SetSamplerState(const BreakPoint &bp) void SetSamplerState(const Bypass &bp)
{ {
FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0]; FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
int stage = (bp.address & 3);//(addr>>4)&2; int stage = (bp.address & 3);//(addr>>4)&2;

View File

@ -47,7 +47,7 @@ void FlushPipeline()
{ {
VertexManager::Flush(); VertexManager::Flush();
} }
void SetGenerationMode(const BreakPoint &bp) void SetGenerationMode(const Bypass &bp)
{ {
// none, ccw, cw, ccw // none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0) if (bpmem.genMode.cullmode > 0)
@ -60,13 +60,13 @@ void SetGenerationMode(const BreakPoint &bp)
} }
void SetScissor(const BreakPoint &bp) void SetScissor(const Bypass &bp)
{ {
if (!Renderer::SetScissorRect()) if (!Renderer::SetScissorRect())
if (bp.address == BPMEM_SCISSORBR) if (bp.address == BPMEM_SCISSORBR)
ERROR_LOG(VIDEO, "bad scissor!"); ERROR_LOG(VIDEO, "bad scissor!");
} }
void SetLineWidth(const BreakPoint &bp) void SetLineWidth(const Bypass &bp)
{ {
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f; float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0) if (bpmem.lineptwidth.linesize > 0)
@ -74,7 +74,7 @@ void SetLineWidth(const BreakPoint &bp)
if (bpmem.lineptwidth.pointsize > 0) if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f); glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
} }
void SetDepthMode(const BreakPoint &bp) void SetDepthMode(const Bypass &bp)
{ {
if (bpmem.zmode.testenable) if (bpmem.zmode.testenable)
{ {
@ -92,18 +92,18 @@ void SetDepthMode(const BreakPoint &bp)
if (!bpmem.zmode.updateenable) if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal); Renderer::SetRenderMode(Renderer::RM_Normal);
} }
void SetBlendMode(const BreakPoint &bp) void SetBlendMode(const Bypass &bp)
{ {
Renderer::SetBlendMode(false); Renderer::SetBlendMode(false);
} }
void SetDitherMode(const BreakPoint &bp) void SetDitherMode(const Bypass &bp)
{ {
if (bpmem.blendmode.dither) if (bpmem.blendmode.dither)
glEnable(GL_DITHER); glEnable(GL_DITHER);
else else
glDisable(GL_DITHER); glDisable(GL_DITHER);
} }
void SetLogicOpMode(const BreakPoint &bp) void SetLogicOpMode(const Bypass &bp)
{ {
if (bpmem.blendmode.logicopenable) if (bpmem.blendmode.logicopenable)
{ {
@ -113,7 +113,7 @@ void SetLogicOpMode(const BreakPoint &bp)
else else
glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_COLOR_LOGIC_OP);
} }
void SetColorMask(const BreakPoint &bp) void SetColorMask(const Bypass &bp)
{ {
Renderer::SetColorMask(); Renderer::SetColorMask();
} }
@ -125,7 +125,7 @@ float GetRendererTargetScaleY()
{ {
return Renderer::GetTargetScaleY(); return Renderer::GetTargetScaleY();
} }
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf) void CopyEFB(const Bypass &bp, 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) // 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.bEFBCopyDisable)
@ -135,7 +135,7 @@ void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, con
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc); TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
} }
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight) void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{ {
// EFB to XFB // EFB to XFB
if (g_Config.bUseXFB) if (g_Config.bUseXFB)
@ -158,7 +158,7 @@ void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &y
} }
g_VideoInitialize.pCopiedToXFB(); g_VideoInitialize.pCopiedToXFB();
} }
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc) void ClearScreen(const Bypass &bp, const TRectangle &multirc)
{ {
// Clear color // Clear color
@ -224,7 +224,7 @@ void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
} }
} }
void RestoreRenderState(const BreakPoint &bp) void RestoreRenderState(const Bypass &bp)
{ {
Renderer::RestoreGLState(); Renderer::RestoreGLState();
} }
@ -248,7 +248,7 @@ u8 *GetPointer(const u32 &address)
{ {
return g_VideoInitialize.pGetMemoryPointer(address); return g_VideoInitialize.pGetMemoryPointer(address);
} }
void SetSamplerState(const BreakPoint &bp) void SetSamplerState(const Bypass &bp)
{ {
// TODO // TODO
} }