// 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 "BPFunctions.h" bool textureChanged[8]; const bool renderFog = false; using namespace D3D; // State translation lookup tables static const D3DBLEND d3dSrcFactors[8] = { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_DESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; static const D3DBLEND d3dDestFactors[8] = { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_SRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; static const D3DCULL d3dCullModes[4] = { D3DCULL_NONE, D3DCULL_CCW, D3DCULL_CW, D3DCULL_CCW }; static const D3DCMPFUNC d3dCmpFuncs[8] = { D3DCMP_NEVER, D3DCMP_LESS, D3DCMP_EQUAL, D3DCMP_LESSEQUAL, D3DCMP_GREATER, D3DCMP_NOTEQUAL, D3DCMP_GREATEREQUAL, D3DCMP_ALWAYS }; static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] = { D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, //reserved }; static const D3DTEXTUREADDRESS d3dClamps[4] = { D3DTADDRESS_CLAMP, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_WRAP //reserved }; namespace BPFunctions { void FlushPipeline() { VertexManager::Flush(); } void SetGenerationMode() { // dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); if (bpmem.genMode.cullmode == 3) { // dev->SetRenderState(D3DRS_COLORWRITEENABLE, 0); Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, 0); } else { DWORD write = 0; if (bpmem.blendmode.alphaupdate) write = D3DCOLORWRITEENABLE_ALPHA; if (bpmem.blendmode.colorupdate) write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE; // dev->SetRenderState(D3DRS_COLORWRITEENABLE, write); Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write); } } void SetScissor(const BreakPoint &bp) { } void SetLineWidth() { // We can't change line width in D3D unless we use ID3DXLine float psize = float(bpmem.lineptwidth.pointsize) * 6.0f; Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize)); } void SetDepthMode() { if (bpmem.zmode.testenable) { // dev->SetRenderState(D3DRS_ZENABLE, TRUE); // dev->SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable); // dev->SetRenderState(D3DRS_ZFUNC,d3dCmpFuncs[bpmem.zmode.func]); Renderer::SetRenderState(D3DRS_ZENABLE, TRUE); Renderer::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable); Renderer::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]); } else { // if the test is disabled write is disabled too // dev->SetRenderState(D3DRS_ZENABLE, FALSE); // dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); Renderer::SetRenderState(D3DRS_ZENABLE, FALSE); Renderer::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); } //if (!bpmem.zmode.updateenable) // Renderer::SetRenderMode(Renderer::RM_Normal); } void SetBlendMode() { } void SetDitherMode() { } void SetLogicOpMode() { } void SetColorMask() { } float GetRendererTargetScaleX() { Renderer::GetXScale(); } float GetRendererTargetScaleY() { Renderer::GetYScale(); } void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf) { TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rc); } void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight) { Renderer::SwapBuffers(); PRIM_LOG("Renderer::SwapBuffers()"); g_VideoInitialize.pCopiedToXFB(); } void ClearScreen(const TRectangle &multirc) { // it seems that the GC is able to alpha blend on color-fill // we cant do that so if alpha is != 255 we skip it VertexShaderManager::SetViewportChanged(); // Since clear operations use the source rectangle, we have to do // regular renders DWORD clearflags = 0; D3DCOLOR col = 0; float clearZ = 0; if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) { if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; // clearflags |= D3DCLEAR_TARGET; set to break animal crossing :p } // clear z-buffer if (bpmem.zmode.updateenable) { clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF); if (clearZ > 1.0f) clearZ = 1.0f; if (clearZ < 0.0f) clearZ = 0.0f; clearflags |= D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL; } D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0); } void RestoreRenderState() { } void SetScissorRectangle() { Renderer::SetScissorRect(); } bool GetConfig(const int &type) { switch (type) { case CONFIG_ISWII: return g_VideoInitialize.bWii; case CONFIG_DISABLEFOG: return false; case CONFIG_SHOWEFBREGIONS: return false; default: PanicAlert("GetConfig Error: Unknown Config Type!"); return false; } } u8 *GetPointer(const u32 &address) { g_VideoInitialize.pGetMemoryPointer(address); } };