dolphin/Source/Plugins/Plugin_VideoDX9/Src/BPStructs.cpp

826 lines
22 KiB
C++

// 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/
#include "D3DBase.h"
#include "Config.h"
#include "Common.h"
#include "Profiler.h"
#include "BPStructs.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "TextureDecoder.h"
#include "VertexManager.h"
#include "PixelShader.h"
#include "Utils.h"
#include "main.h" //for the plugin interface
bool textureChanged[8];
const bool renderFog = false;
// State translation lookup tables
const D3DBLEND d3dSrcFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
const D3DBLEND d3dDestFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
const D3DCULL d3dCullModes[4] =
{
D3DCULL_NONE,
D3DCULL_CCW,
D3DCULL_CW,
D3DCULL_CCW
};
const D3DCMPFUNC d3dCmpFuncs[8] =
{
D3DCMP_NEVER,
D3DCMP_LESS,
D3DCMP_EQUAL,
D3DCMP_LESSEQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_ALWAYS
};
const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_ANISOTROPIC,
D3DTEXF_LINEAR, //reserved
};
const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
void BPInit()
{
memset(&bpmem, 0, sizeof(bpmem));
bpmem.bpMask = 0xFFFFFF;
}
using namespace D3D;
// __________________________________________________________________________________________________
// BPWritten
//
void BPWritten(int addr, int changes, int newval)
{
switch(addr)
{
case BPMEM_GENMODE:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
// 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 );
}
}
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;
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 );
}
}
break;
case BPMEM_ALPHACOMPARE:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
float f[4] =
{
bpmem.alphaFunc.ref0/255.0f,
bpmem.alphaFunc.ref1/255.0f,
0,0
};
dev->SetPixelShaderConstantF(PS_CONST_ALPHAREF,f,1);
if (D3D::GetShaderVersion() == PSNONE)
{
// dev->SetRenderState(D3DRS_ALPHATESTENABLE, (Compare)bpmem.alphaFunc.comp0 != COMPARE_ALWAYS);
// dev->SetRenderState(D3DRS_ALPHAREF, bpmem.alphaFunc.ref0*4);
// dev->SetRenderState(D3DRS_ALPHAFUNC, d3dCmpFuncs[bpmem.alphaFunc.comp0]);
Renderer::SetRenderState( D3DRS_ALPHATESTENABLE, (Compare)bpmem.alphaFunc.comp0 != COMPARE_ALWAYS );
Renderer::SetRenderState( D3DRS_ALPHAREF, bpmem.alphaFunc.ref0 * 4 );
Renderer::SetRenderState( D3DRS_ALPHAFUNC, d3dCmpFuncs[bpmem.alphaFunc.comp0] );
}
// Normally, use texkill in pixel shader to emulate alpha test
}
break;
case BPMEM_CONSTANTALPHA:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
float f[4] = {
bpmem.dstalpha.alpha/255.0f,0,0,0
};
dev->SetPixelShaderConstantF(PS_CONST_CONSTALPHA,f,1);
}
break;
case BPMEM_LINEPTWIDTH:
{
// We can't change line width in D3D unless we use ID3DXLine
//bpmem.lineptwidth.linesize);
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
break;
case 0x43:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_BLENDMODE:
if (changes & 0xFFFF)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (changes & 1)
{
// dev->SetRenderState(D3DRS_ALPHABLENDENABLE,bpmem.blendmode.blendenable);
Renderer::SetRenderState( D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable );
}
if (changes & 2) {} // Logic op blending. D3D can't do this but can fake some modes.
if (changes & 4) {
// Dithering is pointless. Will make things uglier and will be different from GC.
// dev->SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
D3DBLEND src = d3dSrcFactors[bpmem.blendmode.srcfactor];
D3DBLEND dst = d3dDestFactors[bpmem.blendmode.dstfactor];
if (changes & 0x700)
{
// dev->SetRenderState(D3DRS_SRCBLEND, src);
Renderer::SetRenderState( D3DRS_SRCBLEND, src );
}
if (changes & 0xE0) {
if (!bpmem.blendmode.subtract)
{
// dev->SetRenderState(D3DRS_DESTBLEND, dst);
Renderer::SetRenderState( D3DRS_DESTBLEND, dst );
}
else
{
// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
Renderer::SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
}
}
if (changes & 0x800) {
if (bpmem.blendmode.subtract)
{
// dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
Renderer::SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
Renderer::SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
}
else
{
// dev->SetRenderState(D3DRS_SRCBLEND, src);
// dev->SetRenderState(D3DRS_DESTBLEND, dst);
Renderer::SetRenderState( D3DRS_SRCBLEND, src );
Renderer::SetRenderState( D3DRS_DESTBLEND, dst );
}
// dev->SetRenderState(D3DRS_BLENDOP,bpmem.blendmode.subtract?D3DBLENDOP_SUBTRACT:D3DBLENDOP_ADD);
Renderer::SetRenderState( D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD );
}
//if (bpmem.blendmode.logicopenable) // && bpmem.blendmode.logicmode == 4)
// MessageBox(0,"LOGIC",0,0);
if (changes & 0x18)
{
// Color Mask
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 );
}
}
break;
case BPMEM_FOGRANGE:
if(changes) {
// TODO(XK): Fog range format
//Renderer::SetRenderState(D3DRS_FOGSTART, ...
//Renderer::SetRenderState(D3DRS_FOGEND, ...
}
break;
case BPMEM_FOGPARAM0:
{
// u32 fogATemp = bpmem.fog.a<<12;
// float fogA = *(float*)(&fogATemp);
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_FOGBEXPONENT:
case BPMEM_FOGBMAGNITUDE:
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_FOGPARAM3:
//fog settings
if(changes) {
static bool bFog = false;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if(!renderFog)
break;
/// u32 fogCTemp = bpmem.fog.c_proj_fsel.cShifted12 << 12;
// float fogC = *(float*)(&fogCTemp);
//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
if(bFog) {
Renderer::SetRenderState(D3DRS_FOGENABLE, false);
bFog = false;
}
break;
case 2: // Linear
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
break;
case 4: // exp
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP);
break;
case 5: // exp2
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2);
break;
case 6: // Backward exp
case 7: // Backward exp2
PanicAlert("Backward Exponential Fog Detected");
// TODO: Figure out how to do these in any rendering API
//TEV_FSEL_BX, TEV_FSEL_BX2?
default:
PanicAlert("Non-Emulated Fog selection %d\n", bpmem.fog.c_proj_fsel.fsel);
break;
}
if(bpmem.fog.c_proj_fsel.fsel > 0 && !bFog) {
Renderer::SetRenderState(D3DRS_FOGENABLE, true);
bFog = true;
}
}
break;
case BPMEM_FOGCOLOR:
if(changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if(!renderFog)
break;
// dev->SetRenderState(D3DRS_FOGCOLOR,bpmem.fog.color);
int fogcolor[3] = { ((bpmem.fog.color>>16)&0xff), ((bpmem.fog.color>>8)&0xff), (bpmem.fog.color&0xff)};
//D3DCOLOR_RGBA(fogcolor[0], fogcolor[1], fogcolor[2], 0)
Renderer::SetRenderState(D3DRS_FOGCOLOR, bpmem.fog.color);
}
break;
case BPMEM_TEXINVALIDATE:
//TexCache_Invalidate();
break;
case BPMEM_SCISSOROFFSET: //TODO: investigate
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_SCISSORTL:
case BPMEM_SCISSORBR:
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
int xoff = bpmem.scissorOffset.x*2-342;
int yoff = bpmem.scissorOffset.y*2-342;
RECT rc;
rc.left=bpmem.scissorTL.x + xoff - 342 -1;
if (rc.left<0) rc.left=0;
rc.top=bpmem.scissorTL.y + yoff - 342 -1;
if (rc.top<0) rc.top=0;
rc.right=bpmem.scissorBR.x + xoff - 342 +2;
if (rc.right>640) rc.right=640;
rc.bottom=bpmem.scissorBR.y + yoff - 342 +2;
if (rc.bottom>480) rc.bottom=480;
char temp[256];
sprintf(temp,"ScissorRect: %i %i %i %i",rc.left,rc.top,rc.right,rc.bottom);
g_VideoInitialize.pLog(temp, FALSE);
// dev->SetRenderState(D3DRS_SCISSORTESTENABLE,TRUE);
Renderer::SetRenderState( D3DRS_SCISSORTESTENABLE, TRUE );
Renderer::SetScissorBox(rc);
}
break;
case BPMEM_ZTEX1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
//PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
//PixelShaderMngr::SetZTextureBias(bpmem.ztex1.bias);
}
break;
case BPMEM_ZTEX2:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
#ifdef _DEBUG
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
DebugLog("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;
default:
switch(addr & 0xF8) //texture sampler filter
{
case 0x80: // TEX MODE 0
case 0xA0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
FourTexUnits &tex = bpmem.tex[(addr&0xE0)==0xA0];
int stage = (addr&3);//(addr>>4)&2;
TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_Config.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter&4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter&3];
}
if ((addr & 0xE0) == 0xA0)
stage += 4;
if (g_Config.bForceMaxAniso)
{
mag = D3DTEXF_ANISOTROPIC;
mip = D3DTEXF_ANISOTROPIC;
min = D3DTEXF_ANISOTROPIC;
}
dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY,16);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSU,d3dClamps[tm0.wrap_s]);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSV,d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
}
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();
}
break;
case 0x8C://TEX IMAGE 1
case 0xAC:
if (changes)
{
textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
}
break;
case 0x90://TEX IMAGE 2
case 0xB0:
if (changes)
{
textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
}
break;
case 0x94://TEX IMAGE 3
case 0xB4:
if (changes)
{
textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
}
break;
case 0x98://TEX TLUT
case 0xB8:
if (changes)
{
textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
}
break;
case 0x9C://TEX UNKNOWN
case 0xBC:
break;
default:
switch(addr&0xF0) {
case 0x30:
{
int tc = addr&0x1;
int stage = (addr>>1)&0x7;
TCoordInfo &tci = bpmem.texcoords[stage];
//TCInfo &t = (tc?tci.s:tc.t);
// cylindric wrapping here
//dev->SetRenderState(D3DRS_WRAP0+stage, D3DWRAPCOORD_0);
}
break;
case 0xC0:
case 0xD0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
// PixelShaderMngr::SetTevCombinerChanged((addr&0x1f)/2);
}
break;
case 0xE0:
if (addr<0xe8)
{
if (addr&1)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
static int lastRGBA[2][4] = {
{0xEEEEEEEE, 0xEEEEEEEE, 0xEEEEEEEE, 0xEEEEEEEE},
{0xEEEEEEEE, 0xEEEEEEEE, 0xEEEEEEEE, 0xEEEEEEEE}
};
//Terrible hack
//The reason is that there are two sets of registers
//overloaded here...
int num = (addr >> 1) & 0x3;
int type = bpmem.tevregs[num].high.type;
int colorbase = type ? PS_CONST_KCOLORS : PS_CONST_COLORS;
int r=bpmem.tevregs[num].low.a, a=bpmem.tevregs[num].low.b;
int b=bpmem.tevregs[num].high.a, g=bpmem.tevregs[num].high.b;
int rgba = ((a<<24) | (r << 16) | (g << 8) | b) & 0xFCFCFCFC; //let's not detect minimal changes
if (rgba != lastRGBA[type][num])
{
VertexManager::Flush();
lastRGBA[type][num] = rgba;
float temp[4] = {
r/255.0f, g/255.0f, b/255.0f, a/255.0f
};
D3D::dev->SetPixelShaderConstantF(colorbase + num, temp, 1);
}
}
}
break;
case 0x20:
case 0x80:
case 0x90:
case 0xA0:
case 0xB0:
default:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
}
break;
}
break;
}
}
// __________________________________________________________________________________________________
// LoadBPReg
//
void LoadBPReg(u32 value0)
{
DVSTARTPROFILE();
//handle the mask register
int opcode = value0 >> 24;
int oldval = ((u32*)&bpmem)[opcode];
int newval = (((u32*)&bpmem)[opcode] & ~bpmem.bpMask) | (value0 & bpmem.bpMask);
int changes = (oldval ^ newval) & 0xFFFFFF;
//reset the mask register
if(opcode != 0xFE)
bpmem.bpMask = 0xFFFFFF;
switch (opcode)
{
case 0x45: //GXSetDrawDone
VertexManager::Flush();
switch (value0 & 0xFF)
{
case 0x02:
g_VideoInitialize.pSetPEFinish(); // may generate interrupt
DebugLog("GXSetDrawDone SetPEFinish (value: 0x%02X)", (value0 & 0xFFFF));
break;
default:
DebugLog("GXSetDrawDone ??? (value 0x%02X)", (value0 & 0xFFFF));
break;
}
break;
case BPMEM_PE_TOKEN_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(value0 & 0xFFFF), FALSE);
DebugLog("SetPEToken 0x%04x", (value0 & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(value0 & 0xFFFF), TRUE);
DebugLog("SetPEToken + INT 0x%04x", (value0 & 0xFFFF));
break;
case 0x67: // set gp metric?
break;
case 0x52:
{
VertexManager::Flush();
((u32*)&bpmem)[opcode] = newval;
RECT rc = {
(LONG)(bpmem.copyTexSrcXY.x*Renderer::GetXScale()),
(LONG)(bpmem.copyTexSrcXY.y*Renderer::GetYScale()),
(LONG)((bpmem.copyTexSrcXY.x+bpmem.copyTexSrcWH.x)*Renderer::GetXScale()),
(LONG)((bpmem.copyTexSrcXY.y+bpmem.copyTexSrcWH.y)*Renderer::GetYScale())
};
UPE_Copy PE_copy;
PE_copy.Hex = bpmem.triggerEFBCopy;
// clamp0
// clamp1
// target_pixel_format
// gamma
// scale_something
// clear
// frame_to_field
// copy_to_xfb
// ???: start Mem to/from EFB transfer
/* bool bMip = false; // ignored
if (bpmem.triggerEFBCopy & EFBCOPY_GENERATEMIPS)
bMip = true;*/
if (PE_copy.copy_to_xfb == 0) // bpmem.triggerEFBCopy & EFBCOPY_EFBTOTEXTURE)
{
// 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
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rc);
}
else
{
// EFB to XFB
// MessageBox(0, "WASDF", 0, 0);
Renderer::SwapBuffers();
DebugLog("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB();
}
// clearing
if (PE_copy.clear) // bpmem.triggerEFBCopy & EFBCOPY_CLEAR)
{
// 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
// clear color
u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB;
if (bpmem.blendmode.colorupdate)
{
D3DRECT drc;
drc.x1 = rc.left;
drc.x2 = rc.right;
drc.y1 = rc.top;
drc.y2 = rc.bottom;
//D3D::dev->Clear(1, &drc, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,clearColor,1.0f,0);
//if ((clearColor>>24) == 255)
D3D::dev->ColorFill(D3D::GetBackBufferSurface(), &rc, clearColor);
}
else
{
// TODO:
// bpmem.blendmode.alphaupdate
// bpmem.blendmode.colorupdate
// i dunno how to implement a clear on alpha only or color only
}
// clear z-buffer
if (bpmem.zmode.updateenable)
{
float clearZ = (float)bpmem.clearZValue / float(0xFFFFFF);
if (clearZ > 1.0f) clearZ = 1.0f;
if (clearZ < 0.0f) clearZ = 0.0f;
D3D::dev->Clear(0, 0, D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0, clearZ, 0);
}
}
}
break;
case 0x65: //GXLoadTlut
{
VertexManager::Flush();
((u32*)&bpmem)[opcode] = newval;
u32 tlutTMemAddr = (value0&0x3FF)<<9;
u32 tlutXferCount = (value0&0x1FFC00)>>5;
//do the transfer!!
memcpy(texMem + tlutTMemAddr, g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc&0xFFFFF)<<5), tlutXferCount);
// 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;
}
//notify the video handling so it can update render states
BPWritten(opcode, changes, newval);
((u32*)&bpmem)[opcode] = newval;
}
void BPReload()
{
for (int i=0; i<254; i++)
BPWritten(i, 0xFFFFFF, ((u32*)&bpmem)[i]);
}
void ActivateTextures()
{
for (int i = 0; i < 8; i++)
{
//TODO(ector): this should be a speedup
//if (textureChanged[i] || ASK TEXCACHE ABOUT SENTINEL VALUE)
{
FourTexUnits &tex = bpmem.tex[i>>2];
TextureCache::Load(i,
(tex.texImage3[i&3].image_base) << 5,
tex.texImage0[i&3].width+1,
tex.texImage0[i&3].height+1,
tex.texImage0[i&3].format,
tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format);
}
textureChanged[i] = false;
}
}