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:
parent
67834f960e
commit
80d48a08d8
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@ -37,23 +37,23 @@ enum
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};
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void FlushPipeline();
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void SetGenerationMode(const BreakPoint &bp);
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void SetScissor(const BreakPoint &bp);
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void SetLineWidth(const BreakPoint &bp);
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void SetDepthMode(const BreakPoint &bp);
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void SetBlendMode(const BreakPoint &bp);
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void SetDitherMode(const BreakPoint &bp);
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void SetLogicOpMode(const BreakPoint &bp);
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void SetColorMask(const BreakPoint &bp);
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void SetGenerationMode(const Bypass &bp);
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void SetScissor(const Bypass &bp);
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void SetLineWidth(const Bypass &bp);
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void SetDepthMode(const Bypass &bp);
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void SetBlendMode(const Bypass &bp);
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void SetDitherMode(const Bypass &bp);
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void SetLogicOpMode(const Bypass &bp);
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void SetColorMask(const Bypass &bp);
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float GetRendererTargetScaleX();
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float GetRendererTargetScaleY();
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void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf);
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void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
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void ClearScreen(const BreakPoint &bp, const TRectangle &multirc);
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void RestoreRenderState(const BreakPoint &bp);
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void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf);
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void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
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void ClearScreen(const Bypass &bp, const TRectangle &multirc);
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void RestoreRenderState(const Bypass &bp);
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u8 *GetPointer(const u32 &address);
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bool GetConfig(const int &type);
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void SetSamplerState(const BreakPoint &bp);
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void SetSamplerState(const Bypass &bp);
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};
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#endif // _BPFUNCTIONS_H_
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@ -24,7 +24,7 @@
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BPMemory bpmem;
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// The plugin must implement this.
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void BPWritten(const BreakPoint& bp);
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void BPWritten(const Bypass& bp);
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// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
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void LoadBPReg(u32 value0)
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@ -35,7 +35,7 @@ void LoadBPReg(u32 value0)
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int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask);
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int changes = (oldval ^ newval) & 0xFFFFFF;
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BreakPoint bp = {opcode, changes, newval};
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Bypass bp = {opcode, changes, newval};
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//reset the mask register
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if (opcode != 0xFE)
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@ -61,7 +61,7 @@ void BPReload()
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// Cases in which we DON'T want to reload the BP
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continue;
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default:
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BreakPoint bp = {i, 0xFFFFFF, ((u32*)&bpmem)[i]};
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Bypass bp = {i, 0xFFFFFF, ((u32*)&bpmem)[i]};
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BPWritten(bp);
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}
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}
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@ -62,6 +62,7 @@
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#define BPMEM_COPYFILTER1 0x54
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#define BPMEM_CLEARBBOX1 0x55
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#define BPMEM_CLEARBBOX2 0x56
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#define BPMEM_UNKNOWN 0xFF
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#define BPMEM_SCISSOROFFSET 0x59
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#define BPMEM_LOADTLUT0 0x64
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#define BPMEM_LOADTLUT1 0x65
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#define BPMEM_TX_SETIMAGE1 0x8C // 0x8C + 4
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#define BPMEM_TX_SETIMAGE2 0x90 // 0x90 + 4
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#define BPMEM_TX_SETIMAGE3 0x94 // 0x94 + 4
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#define BPMEM_TX_LOADTLUT_0 0x98 // 0x98 + 4, This smells wrong, I think it should be SET
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#define BPMEM_TX_SETTLUT 0x98 // 0x98 + 4
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#define BPMEM_TX_SETMODE0_4 0xA0 // 0xA0 + 4
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#define BPMEM_TX_SETMODE1_4 0xA4 // 0xA4 + 4
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#define BPMEM_TX_SETIMAGE0_4 0xA8 // 0xA8 + 4
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@ -821,7 +822,7 @@ union UPE_Copy
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// All of BP memory
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//////////////////////////////////////////////////////////////////////////
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struct BreakPoint
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struct Bypass
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{
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int address;
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int changes;
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@ -37,7 +37,7 @@ void BPInit()
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}
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// ----------------------------------------------------------------------------------------------------------
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// Write to the BreakPoint Memory
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// Write to the Bypass Memory
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/* ------------------
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Called:
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At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
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@ -46,7 +46,7 @@ void BPInit()
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getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
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just stuff geometry in them and don't put state changes there. */
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// ----------------------------------------------------------------------------------------------------------
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void BPWritten(const BreakPoint& bp)
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void BPWritten(const Bypass& bp)
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{
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// --------------------------------------------------------------------------------------------------------
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case BPMEM_BP_MASK: // Masks
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case BPMEM_IND_IMASK:
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break;
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case BPMEM_UNKNOWN: // This is always set to 0xF at boot of any game, so this sounds like a useless reg
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// ------------------------------------------------
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// On Default, we try to look for other things
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case BPMEM_TREF+6:
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case BPMEM_TREF+7:
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break;
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// -------------------------------------
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// This could be Level Of Detail control for Wrap
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case BPMEM_SU_SSIZE: // Texture Wrap Size U?
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case BPMEM_SU_TSIZE: // Texture Wrap Size V?
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case BPMEM_SU_SSIZE+2:
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case BPMEM_TX_SETMODE1+1:
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case BPMEM_TX_SETMODE1+2:
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case BPMEM_TX_SETMODE1+3:
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case BPMEM_TX_SETMODE0_4:
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case BPMEM_TX_SETMODE0_4+1:
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case BPMEM_TX_SETMODE0_4+2:
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case BPMEM_TX_SETMODE0_4+3:
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case BPMEM_TX_SETMODE1_4:
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case BPMEM_TX_SETMODE1_4+1:
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case BPMEM_TX_SETMODE1_4+2:
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case BPMEM_TX_SETMODE1_4+3:
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SetSamplerState(bp);
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break;
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case BPMEM_TX_SETIMAGE0: // Texture Size ?
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case BPMEM_TX_SETIMAGE0:
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case BPMEM_TX_SETIMAGE0+1:
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case BPMEM_TX_SETIMAGE0+2:
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case BPMEM_TX_SETIMAGE0+3:
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case BPMEM_TX_SETIMAGE0_4:
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case BPMEM_TX_SETIMAGE0_4+1:
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case BPMEM_TX_SETIMAGE0_4+2:
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case BPMEM_TX_SETIMAGE0_4+3:
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case BPMEM_TX_SETIMAGE1:
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case BPMEM_TX_SETIMAGE1+1:
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case BPMEM_TX_SETIMAGE1+2:
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case BPMEM_TX_SETIMAGE1+3:
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case BPMEM_TX_SETIMAGE1_4:
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case BPMEM_TX_SETIMAGE1_4+1:
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case BPMEM_TX_SETIMAGE1_4+2:
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case BPMEM_TX_SETIMAGE1_4+3:
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case BPMEM_TX_SETIMAGE2:
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case BPMEM_TX_SETIMAGE2+1:
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case BPMEM_TX_SETIMAGE2+2:
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case BPMEM_TX_SETIMAGE2+3:
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case BPMEM_TX_SETIMAGE2_4:
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case BPMEM_TX_SETIMAGE2_4+1:
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case BPMEM_TX_SETIMAGE2_4+2:
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case BPMEM_TX_SETIMAGE2_4+3:
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case BPMEM_TX_SETIMAGE3: // Texture Pointer
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case BPMEM_TX_SETIMAGE3+1:
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case BPMEM_TX_SETIMAGE3+2:
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case BPMEM_TX_SETIMAGE3+3:
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break;
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case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
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case BPMEM_TX_LOADTLUT_0+1:
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case BPMEM_TX_LOADTLUT_0+2:
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case BPMEM_TX_LOADTLUT_0+3:
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break;
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case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
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case BPMEM_TX_SETMODE0_4+1:
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case BPMEM_TX_SETMODE0_4+2:
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case BPMEM_TX_SETMODE0_4+3:
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case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
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case BPMEM_TX_SETMODE1_4+1:
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case BPMEM_TX_SETMODE1_4+2:
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case BPMEM_TX_SETMODE1_4+3:
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break;
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case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8
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case BPMEM_TX_SETIMAGE0_4+1:
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case BPMEM_TX_SETIMAGE0_4+2:
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case BPMEM_TX_SETIMAGE0_4+3:
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case BPMEM_TX_SETIMAGE1_4: // This is Image 1 for Index 5 to 8
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case BPMEM_TX_SETIMAGE1_4+1:
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case BPMEM_TX_SETIMAGE1_4+2:
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case BPMEM_TX_SETIMAGE1_4+3:
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case BPMEM_TX_SETIMAGE2_4: // This is Image 2 for Index 5 to 8
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case BPMEM_TX_SETIMAGE2_4+1:
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case BPMEM_TX_SETIMAGE2_4+2:
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case BPMEM_TX_SETIMAGE2_4+3:
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case BPMEM_TX_SETIMAGE3_4: // This is Image 3 for Index 5 to 8
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case BPMEM_TX_SETIMAGE3_4:
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case BPMEM_TX_SETIMAGE3_4+1:
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case BPMEM_TX_SETIMAGE3_4+2:
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case BPMEM_TX_SETIMAGE3_4+3:
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break;
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case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
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case BPMEM_TX_SETTLUT:
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case BPMEM_TX_SETTLUT+1:
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case BPMEM_TX_SETTLUT+2:
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case BPMEM_TX_SETTLUT+3:
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case BPMEM_TX_SETLUT_4:
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case BPMEM_TX_SETLUT_4+1:
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case BPMEM_TX_SETLUT_4+2:
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case BPMEM_TX_SETLUT_4+3:
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case BPMEM_TEV_ALPHA_ENV+32:
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break;
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default:
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WARN_LOG(VIDEO, "Unknown BreakPoint opcode: address = %08x value = %08x", bp.address, bp.newvalue);
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WARN_LOG(VIDEO, "Unknown Bypass opcode: address = %08x value = %08x", bp.address, bp.newvalue);
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}
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}
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VertexManager::Flush();
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}
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void SetGenerationMode(const BreakPoint &bp)
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void SetGenerationMode(const Bypass &bp)
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{
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// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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}
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}
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void SetScissor(const BreakPoint &bp)
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void SetScissor(const Bypass &bp)
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{
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Renderer::SetScissorRect();
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}
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void SetLineWidth(const BreakPoint &bp)
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void SetLineWidth(const Bypass &bp)
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{
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// We can't change line width in D3D unless we use ID3DXLine
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float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
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Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
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}
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void SetDepthMode(const BreakPoint &bp)
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void SetDepthMode(const Bypass &bp)
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{
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if (bpmem.zmode.testenable)
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{
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@ -159,7 +159,7 @@ void SetDepthMode(const BreakPoint &bp)
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// Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const BreakPoint &bp)
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void SetBlendMode(const Bypass &bp)
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{
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if (bp.changes & 1)
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Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
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@ -196,15 +196,15 @@ void SetBlendMode(const BreakPoint &bp)
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Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
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}
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}
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void SetDitherMode(const BreakPoint &bp)
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void SetDitherMode(const Bypass &bp)
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{
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Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
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}
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void SetLogicOpMode(const BreakPoint &bp)
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void SetLogicOpMode(const Bypass &bp)
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{
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// Logic op blending. D3D can't do this but can fake some modes.
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}
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void SetColorMask(const BreakPoint &bp)
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void SetColorMask(const Bypass &bp)
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{
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DWORD write = 0;
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if (bpmem.blendmode.alphaupdate)
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@ -222,19 +222,19 @@ float GetRendererTargetScaleY()
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{
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return Renderer::GetYScale();
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}
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void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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{
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RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
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TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
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}
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void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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{
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Renderer::SwapBuffers();
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PRIM_LOG("Renderer::SwapBuffers()");
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g_VideoInitialize.pCopiedToXFB();
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}
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void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
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void ClearScreen(const Bypass &bp, const TRectangle &multirc)
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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|
@ -266,7 +266,7 @@ void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
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D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
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}
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void RestoreRenderState(const BreakPoint &bp)
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void RestoreRenderState(const Bypass &bp)
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{
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//Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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|
@ -290,7 +290,7 @@ u8 *GetPointer(const u32 &address)
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{
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return g_VideoInitialize.pGetMemoryPointer(address);
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}
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void SetSamplerState(const BreakPoint &bp)
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void SetSamplerState(const Bypass &bp)
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{
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FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
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int stage = (bp.address & 3);//(addr>>4)&2;
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|
|
|
@ -47,7 +47,7 @@ void FlushPipeline()
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{
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VertexManager::Flush();
|
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}
|
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void SetGenerationMode(const BreakPoint &bp)
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void SetGenerationMode(const Bypass &bp)
|
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{
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// none, ccw, cw, ccw
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if (bpmem.genMode.cullmode > 0)
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|
@ -60,13 +60,13 @@ void SetGenerationMode(const BreakPoint &bp)
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}
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|
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|
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void SetScissor(const BreakPoint &bp)
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void SetScissor(const Bypass &bp)
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{
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if (!Renderer::SetScissorRect())
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if (bp.address == BPMEM_SCISSORBR)
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ERROR_LOG(VIDEO, "bad scissor!");
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}
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void SetLineWidth(const BreakPoint &bp)
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void SetLineWidth(const Bypass &bp)
|
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{
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float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
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if (bpmem.lineptwidth.linesize > 0)
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|
@ -74,7 +74,7 @@ void SetLineWidth(const BreakPoint &bp)
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if (bpmem.lineptwidth.pointsize > 0)
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glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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}
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void SetDepthMode(const BreakPoint &bp)
|
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void SetDepthMode(const Bypass &bp)
|
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{
|
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if (bpmem.zmode.testenable)
|
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{
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|
@ -92,18 +92,18 @@ void SetDepthMode(const BreakPoint &bp)
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if (!bpmem.zmode.updateenable)
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Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const BreakPoint &bp)
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void SetBlendMode(const Bypass &bp)
|
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{
|
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Renderer::SetBlendMode(false);
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}
|
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void SetDitherMode(const BreakPoint &bp)
|
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void SetDitherMode(const Bypass &bp)
|
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{
|
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if (bpmem.blendmode.dither)
|
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glEnable(GL_DITHER);
|
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else
|
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glDisable(GL_DITHER);
|
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}
|
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void SetLogicOpMode(const BreakPoint &bp)
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void SetLogicOpMode(const Bypass &bp)
|
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{
|
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if (bpmem.blendmode.logicopenable)
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{
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|
@ -113,7 +113,7 @@ void SetLogicOpMode(const BreakPoint &bp)
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else
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glDisable(GL_COLOR_LOGIC_OP);
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}
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void SetColorMask(const BreakPoint &bp)
|
||||
void SetColorMask(const Bypass &bp)
|
||||
{
|
||||
Renderer::SetColorMask();
|
||||
}
|
||||
|
@ -125,7 +125,7 @@ float GetRendererTargetScaleY()
|
|||
{
|
||||
return Renderer::GetTargetScaleY();
|
||||
}
|
||||
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
|
||||
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, 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)
|
||||
|
@ -135,7 +135,7 @@ void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, con
|
|||
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
|
||||
if (g_Config.bUseXFB)
|
||||
|
@ -158,7 +158,7 @@ void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &y
|
|||
}
|
||||
g_VideoInitialize.pCopiedToXFB();
|
||||
}
|
||||
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
|
||||
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
|
||||
{
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
@ -248,7 +248,7 @@ u8 *GetPointer(const u32 &address)
|
|||
{
|
||||
return g_VideoInitialize.pGetMemoryPointer(address);
|
||||
}
|
||||
void SetSamplerState(const BreakPoint &bp)
|
||||
void SetSamplerState(const Bypass &bp)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue