// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/CommonTypes.h" #include "Core/ConfigManager.h" #include "Core/HW/Memmap.h" #include "VideoCommon/BPFunctions.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" namespace BPFunctions { // ---------------------------------------------- // State translation lookup tables // Reference: Yet Another GameCube Documentation // ---------------------------------------------- void FlushPipeline() { VertexManager::Flush(); } void SetGenerationMode() { g_renderer->SetGenerationMode(); } void SetScissor() { /* NOTE: the minimum value here for the scissor rect and offset is -342. * GX internally adds on an offset of 342 to both the offset and scissor * coords to ensure that the register was always unsigned. * * The code that was here before tried to "undo" this offset, but * since we always take the difference, the +342 added to both * sides cancels out. */ /* The scissor offset is always even, so to save space, the scissor offset * register is scaled down by 2. So, if somebody calls * GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */ const int xoff = bpmem.scissorOffset.x * 2; const int yoff = bpmem.scissorOffset.y * 2; EFBRectangle rc (bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1); if (rc.left < 0) rc.left = 0; if (rc.top < 0) rc.top = 0; if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH; if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT; if (rc.left > rc.right) rc.right = rc.left; if (rc.top > rc.bottom) rc.bottom = rc.top; g_renderer->SetScissorRect(rc); } void SetDepthMode() { g_renderer->SetDepthMode(); } void SetBlendMode() { g_renderer->SetBlendMode(false); } void SetDitherMode() { g_renderer->SetDitherMode(); } void SetLogicOpMode() { g_renderer->SetLogicOpMode(); } void SetColorMask() { g_renderer->SetColorMask(); } void CopyEFB(u32 dstAddr, const EFBRectangle& srcRect, unsigned int dstFormat, PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf) { // bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format) if (g_ActiveConfig.bEFBCopyEnable) { TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf); } } /* Explanation of the magic behind ClearScreen: There's numerous possible formats for the pixel data in the EFB. However, in the HW accelerated backends we're always using RGBA8 for the EFB format, which causes some problems: - We're using an alpha channel although the game doesn't - If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the native HW To properly emulate the above points, we're doing the following: (1) - disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel - NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case! - Same for color channels, these need to be cleared to 0x00 though. (2) - convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again - convert the Z24 depth value to Z16 and back to Z24 */ void ClearScreen(const EFBRectangle &rc) { bool colorEnable = (bpmem.blendmode.colorupdate != 0); bool alphaEnable = (bpmem.blendmode.alphaupdate != 0); bool zEnable = (bpmem.zmode.updateenable != 0); auto pixel_format = bpmem.zcontrol.pixel_format; // (1): Disable unused color channels if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 || pixel_format == PEControl::Z24) { alphaEnable = false; } if (colorEnable || alphaEnable || zEnable) { u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; u32 z = bpmem.clearZValue; // (2) drop additional accuracy if (pixel_format == PEControl::RGBA6_Z24) { color = RGBA8ToRGBA6ToRGBA8(color); } else if (pixel_format == PEControl::RGB565_Z16) { color = RGBA8ToRGB565ToRGBA8(color); z = Z24ToZ16ToZ24(z); } g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z); } } void OnPixelFormatChange() { int convtype = -1; // TODO : Check for Z compression format change // When using 16bit Z, the game may enable a special compression format which we need to handle // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that. /* * When changing the EFB format, the pixel data won't get converted to the new format but stays the same. * Since we are always using an RGBA8 buffer though, this causes issues in some games. * Thus, we reinterpret the old EFB data with the new format here. */ if (!g_ActiveConfig.bEFBEmulateFormatChanges) return; auto old_format = Renderer::GetPrevPixelFormat(); auto new_format = bpmem.zcontrol.pixel_format; // no need to reinterpret pixel data in these cases if (new_format == old_format || old_format == PEControl::INVALID_FMT) goto skip; // Check for pixel format changes switch (old_format) { case PEControl::RGB8_Z24: case PEControl::Z24: // Z24 and RGB8_Z24 are treated equal, so just return in this case if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24) goto skip; if (new_format == PEControl::RGBA6_Z24) convtype = 0; else if (new_format == PEControl::RGB565_Z16) convtype = 1; break; case PEControl::RGBA6_Z24: if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24) convtype = 2; else if (new_format == PEControl::RGB565_Z16) convtype = 3; break; case PEControl::RGB565_Z16: if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24) convtype = 4; else if (new_format == PEControl::RGBA6_Z24) convtype = 5; break; default: break; } if (convtype == -1) { ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", static_cast(old_format), static_cast(new_format)); goto skip; } g_renderer->ReinterpretPixelData(convtype); skip: DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast(new_format), static_cast(bpmem.zcontrol.zformat)); Renderer::StorePixelFormat(new_format); } void SetInterlacingMode(const BPCmd &bp) { // TODO switch (bp.address) { case BPMEM_FIELDMODE: { // SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH // just before this cmd const char *action[] = { "don't adjust", "adjust" }; DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD], action[bpmem.lineptwidth.lineaspect]); } break; case BPMEM_FIELDMASK: { // Determines if fields will be written to EFB (always computed) const char *action[] = { "skip", "write" }; DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even], action[bpmem.fieldmask.odd]); } break; default: ERROR_LOG(VIDEO, "SetInterlacingMode default"); break; } } };