// Copyright (C) 2003 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/ #ifndef _PIXELENGINE_H #define _PIXELENGINE_H #include "CommonTypes.h" class PointerWrap; // internal hardware addresses enum { PE_ZCONF = 0x00, // Z Config PE_ALPHACONF = 0x02, // Alpha Config PE_DSTALPHACONF = 0x04, // Destination Alpha Config PE_ALPHAMODE = 0x06, // Alpha Mode Config PE_ALPHAREAD = 0x08, // Alpha Read PE_CTRL_REGISTER = 0x0a, // Control PE_TOKEN_REG = 0x0e, // Token PE_BBOX_LEFT = 0x10, // Flip Left PE_BBOX_RIGHT = 0x12, // Flip Right PE_BBOX_TOP = 0x14, // Flip Top PE_BBOX_BOTTOM = 0x16, // Flip Bottom // These have not yet been RE:d. They are the perf counters. PE_PERF_0L = 0x18, PE_PERF_0H = 0x1a, PE_PERF_1L = 0x1c, PE_PERF_1H = 0x1e, PE_PERF_2L = 0x20, PE_PERF_2H = 0x22, PE_PERF_3L = 0x24, PE_PERF_3H = 0x26, PE_PERF_4L = 0x28, PE_PERF_4H = 0x2a, PE_PERF_5L = 0x2c, PE_PERF_5H = 0x2e, }; namespace PixelEngine { // ReadMode specifies the returned alpha channel for EFB peeks union UPEAlphaReadReg { u16 Hex; struct { u16 ReadMode : 2; u16 : 14; }; }; void Init(); void DoState(PointerWrap &p); // Read void Read16(u16& _uReturnValue, const u32 _iAddress); // Write void Write16(const u16 _iValue, const u32 _iAddress); void Write32(const u32 _iValue, const u32 _iAddress); // gfx backend support void SetToken(const u16 _token, const int _bSetTokenAcknowledge); void SetFinish(void); void ResetSetFinish(void); void ResetSetToken(void); bool WaitingForPEInterrupt(); // Bounding box functionality. Paper Mario (both) are a couple of the few games that use it. extern u16 bbox[4]; extern bool bbox_active; } // end of namespace PixelEngine #endif