// 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 #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 Bypass Memory (Bypass Raster State Registers) /* ------------------ 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 Bypass& bp) { // -------------------------------------------------------------------------------------------------------- // First the pipeline is flushed then update the bpmem with the new value. // Some of the BP cases have to call certain functions while others just update the bpmem. // some bp cases check the changes variable, because they might not have to be updated all the time // NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true) // had to be ditched and the games seem to work fine with out it. // NOTE2: Yet Another Gamecube Documentation calls them Bypass Registers // -------------------------------------------------------------------------------------------------------- // Debugging only, this lets you skip a bp update //static int times = 0; //static bool enable = false; //switch (bp.address) //{ //case BPMEM_CONSTANTALPHA: // { // if (times-- == 0 && enable) // return; // else // break; // } //default: break; //} FlushPipeline(); ((u32*)&bpmem)[bp.address] = bp.newvalue; switch (bp.address) { case BPMEM_GENMODE: // Set the Generation Mode { 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(bp); break; } case BPMEM_IND_MTXA: // Index Matrix Changed 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 PixelShaderManager::SetIndTexScaleChanged(0x03); case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1 PixelShaderManager::SetIndTexScaleChanged(0x0c); break; case BPMEM_SCISSORTL: // Scissor Rectable Top, Left case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right case BPMEM_SCISSOROFFSET: // Scissor Offset SetScissor(bp); break; case BPMEM_LINEPTWIDTH: // Line Width SetLineWidth(bp); break; case BPMEM_ZMODE: // Depth Control PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func, bpmem.zmode.updateenable); SetDepthMode(bp); break; case BPMEM_BLENDMODE: // Blending Control { 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) SetLogicOpMode(bp); // Set Dithering Mode if (bp.changes & 4) SetDitherMode(bp); // Set Blending Mode if (bp.changes & 0xFE1) SetBlendMode(bp); // Set Color Mask if (bp.changes & 0x18) SetColorMask(bp); } break; } case BPMEM_CONSTANTALPHA: // Set Destination Alpha { PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable); PixelShaderManager::SetDestAlpha(bpmem.dstalpha); break; } // This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();) // Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing. // Tokens are similar. 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: WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF)); break; } break; case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID g_VideoInitialize.pSetPEToken(static_cast(bp.newvalue & 0xFFFF), FALSE); DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF)); break; case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID g_VideoInitialize.pSetPEToken(static_cast(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: // Copy EFB Region or Render to the XFB or Clear the screen. { 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 EFBRectangle rc; rc.left = (int)bpmem.copyTexSrcXY.x; rc.top = (int)bpmem.copyTexSrcXY.y; rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1); rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1); UPE_Copy PE_copy; PE_copy.Hex = bpmem.triggerEFBCopy; // Check if we are to copy from the EFB or draw to the XFB if (PE_copy.copy_to_xfb == 0) { if (GetConfig(CONFIG_SHOWEFBREGIONS)) stats.efb_regions.push_back(rc); CopyEFB(bp, rc, bpmem.copyTexDest << 5, bpmem.zcontrol.pixel_format == PIXELFMT_Z24, PE_copy.intensity_fmt > 0, ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)), PE_copy.half_scale > 0); } else { // We should be able to get away with deactivating the current bbox tracking // here. Not sure if there's a better spot to put this. // the number of lines copied is determined by the y scale * source efb height #ifdef BBOX_SUPPORT *g_VideoInitialize.pBBoxActive = false; #endif const float yScale = bpmem.dispcopyyscale / 256.0f; const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale); RenderToXFB(bp, rc, yScale, xfbLines, bpmem.copyTexDest << 5, bpmem.copyMipMapStrideChannels << 4, (u32)ceil(xfbLines)); } // Clear the picture after it's done and submitted, to prepare for the next picture if (PE_copy.clear) ClearScreen(bp, rc); RestoreRenderState(bp); break; } case BPMEM_LOADTLUT0: // Load a Texture Look Up Table 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: // Fog Settings Control case BPMEM_FOGPARAM0: case BPMEM_FOGBMAGNITUDE: case BPMEM_FOGBEXPONENT: case BPMEM_FOGPARAM3: if (!GetConfig(CONFIG_DISABLEFOG)) PixelShaderManager::SetFogParamChanged(); break; case BPMEM_FOGCOLOR: // Fog Color PixelShaderManager::SetFogColorChanged(); break; case BPMEM_ALPHACOMPARE: // Compare Alpha Values 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_BIAS: // BIAS PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias); PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias); break; case BPMEM_ZTEX2: // Z Texture type { 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; } // ---------------------------------- // Display Copy Filtering Control // Fields: Destination, Frame2Field, Gamma, Source // TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see. // ---------------------------------- case BPMEM_DISPLAYCOPYFILER: case BPMEM_DISPLAYCOPYFILER+1: case BPMEM_DISPLAYCOPYFILER+2: case BPMEM_DISPLAYCOPYFILER+3: case BPMEM_COPYFILTER0: //GXSetCopyFilter case BPMEM_COPYFILTER1: break; case BPMEM_FIELDMASK: // Interlacing Control case BPMEM_FIELDMODE: SetInterlacingMode(bp); break; // --------------------------------------------------- // Debugging/Profiling info, we don't care about them // --------------------------------------------------- case BPMEM_CLOCK0: // Some Clock case BPMEM_CLOCK1: // Some Clock case BPMEM_SU_COUNTER: // Pixel or Poly Count case BPMEM_RAS_COUNTER: // Sound Count of something in the Texture Units case BPMEM_SETGPMETRIC: // Set the Graphic Processor Metric break; // ---------------- // EFB Copy config // ---------------- 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 break; // -------------- // Clear Config // -------------- case BPMEM_CLEAR_AR: // Alpha and Red Components case BPMEM_CLEAR_GB: // Green and Blue Components case BPMEM_CLEAR_Z: // Z Components (24-bit Zbuffer) break; // ------------------------- // Bounding Box support // ------------------------- case BPMEM_CLEARBBOX1: case BPMEM_CLEARBBOX2: { #ifdef BBOX_SUPPORT // which is which? these are GUESSES! if (bp.address == BPMEM_CLEARBBOX1) { int right = bp.newvalue >> 10; int left = bp.newvalue & 0x3ff; // We should only set these if bbox is calculated properly. g_VideoInitialize.pBBox[0] = left; g_VideoInitialize.pBBox[1] = right; *g_VideoInitialize.pBBoxActive = true; // WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right); } else { int bottom = bp.newvalue >> 10; int top = bp.newvalue & 0x3ff; // We should only set these if bbox is calculated properly. g_VideoInitialize.pBBox[2] = top; g_VideoInitialize.pBBox[3] = bottom; *g_VideoInitialize.pBBoxActive = true; // WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom); } #endif break; } case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel case BPMEM_COPYYSCALE: // Display Copy Y Scale case BPMEM_IREF: /* 24 RID 21 BC3 - Ind. Tex Stage 3 NTexCoord 18 BI3 - Ind. Tex Stage 3 NTexMap 15 BC2 - Ind. Tex Stage 2 NTexCoord 12 BI2 - Ind. Tex Stage 2 NTexMap 9 BC1 - Ind. Tex Stage 1 NTexCoord 6 BI1 - Ind. Tex Stage 1 NTexMap 3 BC0 - Ind. Tex Stage 0 NTexCoord 0 BI0 - Ind. Tex Stage 0 NTexMap */ break; 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 break; case BPMEM_BP_MASK: // This Register can be used to limit to which bits of BP registers is actually written to. the mask is // only valid for the next BP command, and will reset itself. case BPMEM_IND_IMASK: // Index Mask ? break; case BPMEM_UNKNOWN: // This is always set to 0xF at boot of any game, so this sounds like a useless reg if (bp.newvalue != 0x0F) PanicAlert("Unknown is not 0xF! val = 0x%08x", bp.newvalue); break; case BPMEM_UNKOWN_57: // Sunshine uses this: 0xAAA, 0x000, over and over, copy filter related? break; case BPMEM_UNKNOWN_60: case BPMEM_UNKNOWN_61: case BPMEM_UNKNOWN_62: case BPMEM_UNKNOWN_63: // Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90 // Are these related to BBox? 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 { // ------------------------- // Texture Environment Order // ------------------------- case BPMEM_TREF: 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: break; // ---------------------- // Set wrap size // ---------------------- case BPMEM_SU_SSIZE: case BPMEM_SU_TSIZE: 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: PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1); break; // ------------------------ // BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S // BPMEM_TX_SETMODE1 - (LOD Stuff) - Max LOD, Min LOD // ------------------------ case BPMEM_TX_SETMODE0: // (0x90 for linear) case BPMEM_TX_SETMODE0+1: case BPMEM_TX_SETMODE0+2: case BPMEM_TX_SETMODE0+3: case BPMEM_TX_SETMODE1: case BPMEM_TX_SETMODE1+1: case BPMEM_TX_SETMODE1+2: 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); break; // -------------------------------------------- // BPMEM_TX_SETIMAGE0 - Texture width, height, format // BPMEM_TX_SETIMAGE1 - even LOD address in TMEM - Image Type, Cache Height, Cache Width, TMEM Offset // BPMEM_TX_SETIMAGE2 - odd LOD address in TMEM - Cache Height, Cache Width, TMEM Offset // BPMEM_TX_SETIMAGE3 - Address of Texture in main memory // -------------------------------------------- case BPMEM_TX_SETIMAGE0: case BPMEM_TX_SETIMAGE0+1: case BPMEM_TX_SETIMAGE0+2: 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+1: case BPMEM_TX_SETIMAGE1+2: 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+1: case BPMEM_TX_SETIMAGE2+2: 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: case BPMEM_TX_SETIMAGE3+1: case BPMEM_TX_SETIMAGE3+2: case BPMEM_TX_SETIMAGE3+3: case BPMEM_TX_SETIMAGE3_4: case BPMEM_TX_SETIMAGE3_4+1: case BPMEM_TX_SETIMAGE3_4+2: case BPMEM_TX_SETIMAGE3_4+3: break; // ------------------------------- // Set a TLUT // BPMEM_TX_SETTLUT - Format, TMEM Offset (offset of TLUT from start of TMEM high bank > > 5) // ------------------------------- 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+2: case BPMEM_TX_SETLUT_4+3: break; // --------------------------------------------------- // Set the TEV Color // --------------------------------------------------- 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) { // -------------- // Indirect Tev // -------------- 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: break; // -------------------------------------------------- // Set Color/Alpha of a Tev // BPMEM_TEV_COLOR_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D // BPMEM_TEV_ALPHA_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D, T Swap, R Swap // -------------------------------------------------- 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 BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue); break; } } } }