// Copyright (C) 2003-2008 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/ // --------------------------------------------------------------------------------------- // includes // ------------- #include "Globals.h" #include "Profiler.h" #include "Config.h" #include "VertexLoader.h" #include "VertexManager.h" #include "BPStructs.h" #include "Render.h" #include "OpcodeDecoding.h" #include "TextureMngr.h" #include "TextureDecoder.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "XFB.h" // --------------------------------------------------------------------------------------- // State translation lookup tables // ------------- static const GLenum glSrcFactors[8] = { GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; static const GLenum glDestFactors[8] = { GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; static const GLenum glCmpFuncs[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS }; static const GLenum glLogicOpCodes[16] = { GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT, GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE, GL_OR_INVERTED }; void BPInit() { memset(&bpmem, 0, sizeof(bpmem)); bpmem.bpMask = 0xFFFFFF; } // Called at the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg // TODO - turn into function table. The (future) DL jit can then call the functions directly, // getting rid of dynamic dispatch. void BPWritten(int addr, int changes, int newval) { //static int count = 0; //ERROR_LOG("(%d) %x: %x\n", count++, addr, newval); switch (addr) { case BPMEM_GENMODE: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d\n", bpmem.genMode.numtexgens, bpmem.genMode.numcolchans, bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode, bpmem.genMode.numindstages, bpmem.genMode.zfreeze); // none, ccw, cw, ccw if (bpmem.genMode.cullmode > 0) { glEnable(GL_CULL_FACE); glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW); } else if(glIsEnabled(GL_CULL_FACE) == GL_TRUE) glDisable(GL_CULL_FACE); PixelShaderMngr::SetGenModeChanged(); } break; case BPMEM_IND_MTX+0: case BPMEM_IND_MTX+1: case BPMEM_IND_MTX+2: case BPMEM_IND_MTX+3: case BPMEM_IND_MTX+4: case BPMEM_IND_MTX+5: case BPMEM_IND_MTX+6: case BPMEM_IND_MTX+7: case BPMEM_IND_MTX+8: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3); } break; case BPMEM_RAS1_SS0: case BPMEM_RAS1_SS1: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetIndTexScaleChanged(); } break; case BPMEM_ZMODE: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("zmode: test=%d, func=%d, upd=%d\n", bpmem.zmode.testenable, bpmem.zmode.func, bpmem.zmode.updateenable); if (bpmem.zmode.testenable) { glEnable(GL_DEPTH_TEST); glDepthMask(bpmem.zmode.updateenable?GL_TRUE:GL_FALSE); glDepthFunc(glCmpFuncs[bpmem.zmode.func]); } else { // if the test is disabled write is disabled too glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } if (!bpmem.zmode.updateenable) Renderer::SetRenderMode(Renderer::RM_Normal); } break; case BPMEM_ALPHACOMPARE: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d\n", bpmem.alphaFunc.ref0, bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic); PixelShaderMngr::SetAlpha(bpmem.alphaFunc); } break; case BPMEM_CONSTANTALPHA: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable); PixelShaderMngr::SetDestAlpha(bpmem.dstalpha); } break; case BPMEM_LINEPTWIDTH: { float fratio = VertexShaderMngr::GetPixelAspectRatio(); if (bpmem.lineptwidth.linesize > 0) glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths if (bpmem.lineptwidth.pointsize > 0) glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f); break; } case 0x43: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case BPMEM_BLENDMODE: if (changes & 0xFFFF) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d\n", bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode); if (changes & 1) { if (bpmem.blendmode.blendenable) { glEnable(GL_BLEND); } else glDisable(GL_BLEND); } if (changes & 2) { if (Renderer::CanBlendLogicOp()) { if (bpmem.blendmode.logicopenable) { glEnable(GL_COLOR_LOGIC_OP); PanicAlert("Logic Op Blend : %i", bpmem.blendmode.logicmode); glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]); } else glDisable(GL_COLOR_LOGIC_OP); } //else { // if (bpmem.blendmode.logicopenable) { // switch(bpmem.blendmode.logicmode) { // case 0: // clear dst to 0 // glEnable(GL_BLEND); // glBlendFunc(GL_ZERO, GL_ZERO); // break; // case 1: // set dst to 1 // glEnable(GL_BLEND); // glBlendFunc(GL_ONE, GL_ONE); // break; // case 2: // set dst to src // glDisable(GL_BLEND); // break; // case 3: // set dst to ~src // glEnable(GL_BLEND); // glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ZERO); //? // break; // case 4: // set dst to dst // glEnable(GL_BLEND); // glBlendFunc(GL_ZERO, GL_ONE); //? // break; // case 5: // set dst to ~dst // glEnable(GL_BLEND); // glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_COLOR); //? // break; // case 6: // set dst to src&dst // case 7: // set dst to ~(src&dst) // case 8: // set dst to src|dst // case 9: // set dst to ~(src|dst) // case 10: // set dst to src xor dst // case 11: // set dst to ~(src xor dst) // case 12: // set dst to src&~dst // case 13: // set dst to ~src&dst // case 14: // set dst to src|~dst // case 15: // set dst to ~src|dst // ERROR_LOG("logicopenable %d not supported\n", bpmem.blendmode.logicmode); // break; // } // } //} } if (changes & 4) { // pointless //if (bpmem.blendmode.dither) glEnable(GL_DITHER); //else glDisable(GL_DITHER); } if (changes & 0xFE0) { if (!bpmem.blendmode.subtract) glBlendFunc(glSrcFactors[bpmem.blendmode.srcfactor], glDestFactors[bpmem.blendmode.dstfactor]); } if (changes & 0x800) { glBlendEquation(bpmem.blendmode.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD); if (bpmem.blendmode.subtract) glBlendFunc(GL_ONE, GL_ONE); else glBlendFunc(glSrcFactors[bpmem.blendmode.srcfactor], glDestFactors[bpmem.blendmode.dstfactor]); } if (changes & 0x18) Renderer::SetColorMask(); } break; case BPMEM_FOGRANGE: if (changes) { // TODO(XK): Fog range format //glFogi(GL_FOG_START, ... //glFogi(GL_FOG_END, ... } break; case BPMEM_FOGPARAM0: case BPMEM_FOGBEXPONENT: case BPMEM_FOGBMAGNITUDE: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case BPMEM_FOGPARAM3: //fog settings if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; //printf("%f %f magnitude: %x\n", bpmem.fog.a.GetA(),bpmem.fog.c_proj_fsel.GetC(), bpmem.fog.b_magnitude); switch(bpmem.fog.c_proj_fsel.fsel) { case 0: // Off glDisable(GL_FOG); // Should be what we do break; case 2: // Linear glFogi(GL_FOG_MODE, GL_LINEAR); glEnable(GL_FOG); break; case 4: // exp glFogi(GL_FOG_MODE, GL_EXP); glEnable(GL_FOG); break; case 5: // exp2 glFogi(GL_FOG_MODE, GL_EXP2); glEnable(GL_FOG); break; case 6: // Backward exp case 7: // Backward exp2 // TODO: Figure out how to do these in GL //TEV_FSEL_BX, TEV_FSEL_BX2? default: printf("Non-Emulated Fog selection %d\n", bpmem.fog.c_proj_fsel.fsel); break; } } break; case BPMEM_FOGCOLOR: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; float fogcolor[4] = { ((bpmem.fog.color>>16)&0xff)/255.0f, ((bpmem.fog.color>>8)&0xff)/255.0f, (bpmem.fog.color&0xff)/255.0f, (bpmem.fog.color>>24)/255.0f }; //printf("r: %f g: %f b: %f a: %f %x %x %x %f\n",fogcolor[0],fogcolor[1], fogcolor[2], fogcolor[3], bpmem.fogRangeAdj, bpmem.unknown15[0],bpmem.unknown15[1],bpmem.unknown15[2]); glFogfv(GL_FOG_COLOR, fogcolor); } break; case BPMEM_TEXINVALIDATE: //TexCache_Invalidate(); break; case BPMEM_SCISSOROFFSET: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; Renderer::SetScissorRect(); } break; case BPMEM_SCISSORTL: case BPMEM_SCISSORBR: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; if (!Renderer::SetScissorRect()) { if (addr == BPMEM_SCISSORBR ) ERROR_LOG("bad scissor!\n"); } } break; case BPMEM_ZTEX1: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias); PixelShaderMngr::SetZTetureBias(bpmem.ztex1.bias); } break; case BPMEM_ZTEX2: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; #if defined(_DEBUG) || defined(DEBUGFAST) const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"}; const char* pztype[] = {"Z8", "Z16", "Z24", "?"}; PRIM_LOG("ztex op=%s, type=%s\n", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]); #endif } break; case 0xf6: // ksel0 case 0xf7: // ksel1 case 0xf8: // ksel2 case 0xf9: // ksel3 case 0xfa: // ksel4 case 0xfb: // ksel5 case 0xfc: // ksel6 case 0xfd: // ksel7 if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetTevKSelChanged(addr-0xf6); } break; case 0x45: //GXSetDrawDone VertexManager::Flush(); switch (newval & 0xFF) { case 0x02: g_VideoInitialize.pSetPEFinish(); // may generate interrupt DebugLog("GXSetDrawDone SetPEFinish (value: 0x%02X)", (newval & 0xFFFF)); break; default: DebugLog("GXSetDrawDone ??? (value 0x%02X)", (newval & 0xFFFF)); break; } break; case BPMEM_PE_TOKEN_ID: g_VideoInitialize.pSetPEToken(static_cast(newval & 0xFFFF), FALSE); DebugLog("SetPEToken 0x%04x", (newval & 0xFFFF)); break; case BPMEM_PE_TOKEN_INT_ID: g_VideoInitialize.pSetPEToken(static_cast(newval & 0xFFFF), TRUE); DebugLog("SetPEToken + INT 0x%04x", (newval & 0xFFFF)); break; case 0x67: // set gp metric? break; case 0x52: { DVSTARTSUBPROFILE("LoadBPReg:swap"); VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; //The bottom right is within the rectangle. TRectangle rc = { (int)(bpmem.copyTexSrcXY.x), (int)(bpmem.copyTexSrcXY.y), (int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x)), (int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y)) }; float MValueX = OpenGL_GetXmax(); float MValueY = OpenGL_GetYmax(); //Need another rc here to get it to scale. //Here the bottom right is the out of the rectangle. TRectangle multirc = { (int)(bpmem.copyTexSrcXY.x * MValueX), (int)(bpmem.copyTexSrcXY.y * MValueY), (int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)), (int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY)) }; UPE_Copy PE_copy; PE_copy.Hex = bpmem.triggerEFBCopy; if (PE_copy.copy_to_xfb == 0) { if(g_Config.bEFBToTextureDisable) { glViewport(rc.left,rc.bottom,rc.right,rc.top); glScissor(rc.left,rc.bottom,rc.right,rc.top); } else // EFB to texture // for some reason it sets bpmem.zcontrol.pixel_format to PIXELFMT_Z24 every time a zbuffer format is given as a dest to GXSetTexCopyDst TextureMngr::CopyRenderTargetToTexture(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, &rc); } else { // EFB to XFB if(g_Config.bUseXFB) { // the number of lines copied is determined by the y scale * source efb height float yScale = bpmem.dispcopyyscale / 256.0f; float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale; XFB_Write(Memory_GetPtr(bpmem.copyTexDest<<5), multirc, (bpmem.copyMipMapStrideChannels << 4), (int)xfbLines); } else { Renderer::Swap(multirc); } g_VideoInitialize.pCopiedToXFB(); } // clearing if (PE_copy.clear) { // clear color Renderer::SetRenderMode(Renderer::RM_Normal); u32 nRestoreZBufferTarget = Renderer::GetZBufferTarget(); glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); // Always set the scissor in case it was set by the game and has not been reset glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom), (multirc.right - multirc.left), (multirc.bottom - multirc.top)); VertexShaderMngr::SetViewportChanged(); // Since clear operations use the source rectangle, we have to do // regular renders (glClear clears the entire buffer) if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable) { GLbitfield bits = 0; if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) { u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; glClearColor(((clearColor>>16) & 0xff)*(1/255.0f), ((clearColor>>8 ) & 0xff)*(1/255.0f), ((clearColor>>0 ) & 0xff)*(1/255.0f), ((clearColor>>24) & 0xff)*(1/255.0f)); bits |= GL_COLOR_BUFFER_BIT; } if (bpmem.zmode.updateenable) { glClearDepth((float)(bpmem.clearZValue&0xFFFFFF) / float(0xFFFFFF)); bits |= GL_DEPTH_BUFFER_BIT; } if (nRestoreZBufferTarget ) glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here glClear(bits); } if (bpmem.zmode.updateenable && nRestoreZBufferTarget) { // have to clear the target zbuffer glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT); GL_REPORT_ERRORD(); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); // red should probably be the LSB glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f), ((bpmem.clearZValue>>8)&0xff)*(1/255.0f), ((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0); glClear(GL_COLOR_BUFFER_BIT); Renderer::SetColorMask(); GL_REPORT_ERRORD(); } if (nRestoreZBufferTarget) { // restore target GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT}; glDrawBuffers(2, s_drawbuffers); } Renderer::SetScissorRect(); // reset the scissor rect } } break; case 0x65: //GXLoadTlut { DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut"); VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; u32 tlutTMemAddr = (newval & 0x3FF) << 9; u32 tlutXferCount = (newval & 0x1FFC00) >> 5; u8 *ptr = 0; // TODO - figure out a cleaner way. if (g_VideoInitialize.bWii) ptr = g_VideoInitialize.pGetMemoryPointer(bpmem.tlutXferSrc << 5); else ptr = g_VideoInitialize.pGetMemoryPointer((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; default: switch(addr & 0xFC) //texture sampler filter { case 0x28: // tevorder 0-3 case 0x2C: // tevorder 4-7 if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetTevOrderChanged(addr - 0x28); } break; case 0x80: // TEX MODE 0 case 0xA0: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x84://TEX MODE 1 case 0xA4: break; case 0x88://TEX IMAGE 0 case 0xA8: if (changes) { //textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true; VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x8C://TEX IMAGE 1 case 0xAC: if (changes) { //textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true; VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x90://TEX IMAGE 2 case 0xB0: if (changes) { //textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true; VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x94://TEX IMAGE 3 case 0xB4: if (changes) { //textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true; VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x98://TEX TLUT case 0xB8: if (changes) { //textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true; VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; } break; case 0x9C://TEX UNKNOWN case 0xBC: //ERROR_LOG("texunknown%x = %x\n", addr, newval); ((u32*)&bpmem)[addr] = newval; break; case 0xE0: case 0xE4: if (addr&1) { // don't compare with changes! VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; int num = (addr>>1)&0x3; PixelShaderMngr::SetColorChanged(bpmem.tevregs[num].high.type, num); } else ((u32*)&bpmem)[addr] = newval; break; default: switch(addr&0xF0) { case 0x10: // tevindirect 0-15 if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetTevIndirectChanged(addr-0x10); } break; case 0x30: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetTexDimsChanged((addr>>1)&0x7); } break; case 0xC0: case 0xD0: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; PixelShaderMngr::SetTevCombinerChanged((addr&0x1f)/2); } break; case 0x20: case 0x80: case 0x90: case 0xA0: case 0xB0: default: if (changes) { VertexManager::Flush(); ((u32*)&bpmem)[addr] = newval; /*switch(addr) { case 0x01: case 0x02: case 0x03: case 0x04: break; // copy filter values case 0x0f: break; // mask case 0x27: break; // tev ind order case 0x44: break; // field mask case 0x45: break; // draw done case 0x46: break; // clock case 0x49: case 0x4a: break; // copy tex src case 0x4b: break; // copy tex dest case 0x4d: break; // copyMipMapStrideChannels case 0x4e: break; // disp copy scale case 0x4f: break; // clear color case 0x50: break; // clear color case 0x51: break; // casez case 0x52: break; // trigger efb copy case 0x53: case 0x54: break; // more copy filters case 0x55: case 0x56: break; // bounding box case 0x64: case 0x65: break; // tlut src dest case 0xe8: break; // fog range case 0xe9: case 0xea: case 0xeb: case 0xec: case 0xed: break; // fog case 0xfe: break; // mask default: // 0x58 = 0xf // 0x69 = 0x49e ERROR_LOG("bp%.2x = %x\n", addr, newval); }*/ } break; } break; } break; } } // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() void LoadBPReg(u32 value0) { DVSTARTPROFILE(); //handle the mask register int opcode = value0 >> 24; int oldval = ((u32*)&bpmem)[opcode]; int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask); int changes = (oldval ^ newval) & 0xFFFFFF; //reset the mask register if (opcode != 0xFE) bpmem.bpMask = 0xFFFFFF; //notify the video handling so it can update render states BPWritten(opcode, changes, newval); } // Called when loading a saved state. // Needs more testing though. void BPReload() { for (int i = 0; i < 254; i++) { switch (i) { case 0x41: case 0x45: //GXSetDrawDone case 0x52: case 0x65: case 0x67: // set gp metric? case BPMEM_PE_TOKEN_ID: case BPMEM_PE_TOKEN_INT_ID: // Cases in which we DON'T want to reload the BP continue; default: BPWritten(i, 0xFFFFFF, ((u32*)&bpmem)[i]); } } }