718 lines
24 KiB
C++
718 lines
24 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// ---------------------------------------------------------------------------------------
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// includes
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// -------------
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#include "Globals.h"
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#include "Profiler.h"
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#include "Config.h"
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#include "Statistics.h"
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#include "VertexLoader.h"
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#include "VertexManager.h"
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#include "BPStructs.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "TextureMngr.h"
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#include "TextureDecoder.h"
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#include "TextureConverter.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "XFB.h"
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#include "main.h"
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// ---------------------------------------------------------------------------------------
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// State translation lookup tables
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// -------------
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static const GLenum glCmpFuncs[8] = {
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GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
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};
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static const GLenum glLogicOpCodes[16] = {
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GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
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GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
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};
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void BPInit()
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{
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memset(&bpmem, 0, sizeof(bpmem));
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bpmem.bpMask = 0xFFFFFF;
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}
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//////////////////////////////////////////////////////////////////////////////////////
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// Write to bpmem
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/* ------------------
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Called:
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At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
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TODO:
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Turn into function table. The (future) DL jit can then call the functions directly,
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getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
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just stuff geometry in them and don't put state changes there.
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// ------------------ */
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void BPWritten(int addr, int changes, int newval)
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{
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switch (addr)
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{
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case BPMEM_GENMODE:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d\n",
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bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
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bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
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bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
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// none, ccw, cw, ccw
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if (bpmem.genMode.cullmode > 0) {
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glEnable(GL_CULL_FACE);
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glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
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}
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else
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glDisable(GL_CULL_FACE);
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PixelShaderManager::SetGenModeChanged();
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}
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break;
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case BPMEM_IND_MTX+0:
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case BPMEM_IND_MTX+1:
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case BPMEM_IND_MTX+2:
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case BPMEM_IND_MTX+3:
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case BPMEM_IND_MTX+4:
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case BPMEM_IND_MTX+5:
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case BPMEM_IND_MTX+6:
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case BPMEM_IND_MTX+7:
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case BPMEM_IND_MTX+8:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PixelShaderManager::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3);
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}
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break;
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case BPMEM_RAS1_SS0:
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case BPMEM_RAS1_SS1:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PixelShaderManager::SetIndTexScaleChanged();
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}
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break;
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case BPMEM_ZMODE:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("zmode: test=%d, func=%d, upd=%d\n", bpmem.zmode.testenable, bpmem.zmode.func,
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bpmem.zmode.updateenable);
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if (bpmem.zmode.testenable) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(bpmem.zmode.updateenable?GL_TRUE:GL_FALSE);
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glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
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}
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else {
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// if the test is disabled write is disabled too
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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if (!bpmem.zmode.updateenable)
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Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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break;
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case BPMEM_ALPHACOMPARE:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d\n", bpmem.alphaFunc.ref0,
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bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
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PixelShaderManager::SetAlpha(bpmem.alphaFunc);
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}
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break;
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case BPMEM_CONSTANTALPHA:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
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SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
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SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
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Renderer::SetBlendMode(false);
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}
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break;
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case BPMEM_LINEPTWIDTH:
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{
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float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
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if (bpmem.lineptwidth.linesize > 0)
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glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
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if (bpmem.lineptwidth.pointsize > 0)
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glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
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break;
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}
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case BPMEM_PE_CONTROL: // GXSetZCompLoc, GXPixModeSync
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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}
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break;
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case BPMEM_BLENDMODE:
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if (changes & 0xFFFF) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d\n",
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bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate,
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bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode);
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/*
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Logic Operation Blend Modes
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--------------------
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0: GL_CLEAR
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1: GL_AND
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2: GL_AND_REVERSE
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3: GL_COPY [Super Smash. Bro. Melee, NES Zelda I, NES Zelda II]
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4: GL_AND_INVERTED
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5: GL_NOOP
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6: GL_XOR
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7: GL_OR [Zelda: TP]
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8: GL_NOR
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9: GL_EQUIV
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10: GL_INVERT
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11: GL_OR_REVERSE
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12: GL_COPY_INVERTED
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13: GL_OR_INVERTED
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14: GL_NAND
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15: GL_SET
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*/
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// LogicOp Blending
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if (changes & 2) {
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SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
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if (bpmem.blendmode.logicopenable)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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// PanicAlert("Logic Op Blend : %i", bpmem.blendmode.logicmode);
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glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
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}
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else
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glDisable(GL_COLOR_LOGIC_OP);
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}
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// Dithering
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if (changes & 4) {
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SETSTAT(stats.dither, bpmem.blendmode.dither);
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if (bpmem.blendmode.dither) glEnable(GL_DITHER);
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else glDisable(GL_DITHER);
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}
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// Blending
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if (changes & 0xFE1)
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{
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SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
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SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
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Renderer::SetBlendMode(false);
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}
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// Color Mask
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if (changes & 0x18)
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{
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SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
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SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
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Renderer::SetColorMask();
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}
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}
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break;
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case BPMEM_FOGRANGE:
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case BPMEM_FOGPARAM0:
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case BPMEM_FOGBEXPONENT:
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case BPMEM_FOGBMAGNITUDE:
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case BPMEM_FOGPARAM3:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PixelShaderManager::SetFogParamChanged();
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}
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break;
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case BPMEM_FOGCOLOR:
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if (changes)
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{
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PixelShaderManager::SetFogColorChanged();
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}
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break;
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case BPMEM_TEXINVALIDATE:
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break;
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case BPMEM_SCISSOROFFSET:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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Renderer::SetScissorRect();
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}
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break;
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case BPMEM_SCISSORTL:
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case BPMEM_SCISSORBR:
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if (changes)
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{
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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if (!Renderer::SetScissorRect())
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{
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if (addr == BPMEM_SCISSORBR) {
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ERROR_LOG(VIDEO, "bad scissor!\n");
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}
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}
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}
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break;
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case BPMEM_ZTEX1:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
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PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
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}
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break;
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case BPMEM_ZTEX2:
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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if (changes & 3) {
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PixelShaderManager::SetZTextureTypeChanged();
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
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const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
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PRIM_LOG("ztex op=%s, type=%s\n", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
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#endif
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}
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break;
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case 0xf6: // ksel0
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case 0xf7: // ksel1
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case 0xf8: // ksel2
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case 0xf9: // ksel3
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case 0xfa: // ksel4
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case 0xfb: // ksel5
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case 0xfc: // ksel6
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case 0xfd: // ksel7
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if (changes)
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{
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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PixelShaderManager::SetTevKSelChanged(addr-0xf6);
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}
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break;
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case BPMEM_SETDRAWDONE:
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VertexManager::Flush();
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switch (newval & 0xFF)
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{
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case 0x02:
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g_VideoInitialize.pSetPEFinish(); // may generate interrupt
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DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (newval & 0xFFFF));
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break;
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default:
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DEBUG_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (newval & 0xFFFF));
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break;
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}
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break;
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case BPMEM_PE_TOKEN_ID:
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g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), FALSE);
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DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (newval & 0xFFFF));
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break;
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case BPMEM_PE_TOKEN_INT_ID:
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g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), TRUE);
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DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (newval & 0xFFFF));
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break;
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case BPMEM_SETGPMETRIC: // Set gp metric?
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break;
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// ------------------------
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// EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV.
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// It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards.
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case BPMEM_TRIGGER_EFB_COPY:
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{
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DVSTARTSUBPROFILE("LoadBPReg:swap");
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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// The bottom right is within the rectangle
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// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
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TRectangle rc = {
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(int)(bpmem.copyTexSrcXY.x),
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(int)(bpmem.copyTexSrcXY.y),
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(int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)),
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(int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1))
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};
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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// Need another rc here to get it to scale.
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// Here the bottom right is the out of the rectangle.
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TRectangle multirc = {
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(int)(bpmem.copyTexSrcXY.x * MValueX),
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(int)(bpmem.copyTexSrcXY.y * MValueY),
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(int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)),
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(int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY))
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};
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UPE_Copy PE_copy;
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PE_copy.Hex = bpmem.triggerEFBCopy;
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// --------------------------------------------------------
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// Check to where we should copy the image data from the EFB.
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// --------------------------
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if (PE_copy.copy_to_xfb == 0)
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{
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// EFB to texture
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// for some reason it sets bpmem.zcontrol.pixel_format to PIXELFMT_Z24 every time a zbuffer format is given as a dest to GXSetTexCopyDst
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if (!g_Config.bEFBCopyDisable)
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{
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if (g_Config.bCopyEFBToRAM)
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{
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TextureConverter::EncodeToRam(bpmem.copyTexDest<<5,
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bpmem.zcontrol.pixel_format==PIXELFMT_Z24,
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PE_copy.intensity_fmt > 0,
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(PE_copy.target_pixel_format/2) + ((PE_copy.target_pixel_format&1) * 8), // ??
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PE_copy.half_scale>0, rc);
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}
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else
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{
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TextureMngr::CopyRenderTargetToTexture(bpmem.copyTexDest<<5,
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bpmem.zcontrol.pixel_format==PIXELFMT_Z24,
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PE_copy.intensity_fmt > 0,
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(PE_copy.target_pixel_format/2) + ((PE_copy.target_pixel_format & 1)*8), // ??
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PE_copy.half_scale > 0, rc);
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}
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}
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}
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else
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{
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// EFB to XFB
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if (g_Config.bUseXFB)
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{
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// the number of lines copied is determined by the y scale * source efb height
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float yScale = bpmem.dispcopyyscale / 256.0f;
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float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
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u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
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u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
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u32 dstHeight = (u32)xfbLines;
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XFB_Write(pXFB, multirc, dstWidth, dstHeight);
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// FIXME: we draw XFB from here in DC mode.
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// Bad hack since we can have multiple EFB to XFB copy before a draw.
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// Plus we should use width and height from VI regs (see VI->Update()).
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// Dixit donkopunchstania for the info.
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//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
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if (g_VideoInitialize.bUseDualCore)
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XFB_Draw(pXFB, dstWidth, dstHeight, 0);
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}
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else
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{
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// Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
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// Seen in Spartan Warrior. Not sure how to deal with it yet.
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Renderer::Swap(multirc);
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}
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g_VideoInitialize.pCopiedToXFB();
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}
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// --------------------------------------------------------
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// Clear the picture after it's done and submitted, to prepare for the next picture
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// --------------------------
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if (PE_copy.clear)
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{
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// Clear color
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Renderer::SetRenderMode(Renderer::RM_Normal);
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// Clear Z-Buffer target
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bool bRestoreZBufferTarget = Renderer::GetFakeZTarget() != 0;
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// Update the view port for clearing the picture
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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// Always set the scissor in case it was set by the game and has not been reset
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glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
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(multirc.right - multirc.left), (multirc.bottom - multirc.top));
|
|
// ---------------------------
|
|
|
|
VertexShaderManager::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 (bRestoreZBufferTarget)
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
|
|
glClear(bits);
|
|
}
|
|
|
|
// Have to clear the target zbuffer
|
|
if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
|
|
{
|
|
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 (bRestoreZBufferTarget)
|
|
{
|
|
// restore target
|
|
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
|
|
glDrawBuffers(2, s_drawbuffers);
|
|
}
|
|
}
|
|
Renderer::RestoreGLState();
|
|
}
|
|
break;
|
|
// ==================================
|
|
|
|
case BPMEM_LOADTLUT:
|
|
{
|
|
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;
|
|
PixelShaderManager::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;
|
|
PixelShaderManager::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;
|
|
PixelShaderManager::SetTevIndirectChanged(addr - 0x10);
|
|
}
|
|
break;
|
|
|
|
case 0x30:
|
|
if (changes) {
|
|
VertexManager::Flush();
|
|
((u32*)&bpmem)[addr] = newval;
|
|
PixelShaderManager::SetTexDimsChanged((addr >> 1) & 0x7);
|
|
}
|
|
break;
|
|
|
|
case 0xC0:
|
|
case 0xD0:
|
|
if (changes)
|
|
{
|
|
VertexManager::Flush();
|
|
((u32*)&bpmem)[addr] = newval;
|
|
PixelShaderManager::SetTevCombinerChanged((addr & 0x1f) / 2);
|
|
}
|
|
break;
|
|
|
|
case 0x20:
|
|
case 0x80:
|
|
case 0x90:
|
|
case 0xA0:
|
|
case 0xB0:
|
|
|
|
// Just update the bpmem struct, don't do anything else
|
|
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;
|
|
}
|
|
}
|
|
|