255 lines
7.9 KiB
C++
255 lines
7.9 KiB
C++
// Copyright (C) 2003-2009 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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#include "BPFunctions.h"
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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 "VertexManager.h"
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#include "Render.h"
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#include "TextureMngr.h"
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#include "TextureConverter.h"
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "main.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another Gamecube Documentation
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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 FlushPipeline()
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{
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VertexManager::Flush();
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}
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void SetGenerationMode()
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{
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// none, ccw, cw, ccw
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if (bpmem.genMode.cullmode > 0)
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{
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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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}
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void SetScissor(const BreakPoint &bp)
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{
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if (!Renderer::SetScissorRect())
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if (bp.address == BPMEM_SCISSORBR)
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ERROR_LOG(VIDEO, "bad scissor!");
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}
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void SetLineWidth()
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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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}
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void SetDepthMode()
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{
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if (bpmem.zmode.testenable)
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{
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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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{
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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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void SetBlendMode()
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{
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Renderer::SetBlendMode(false);
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}
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void SetDitherMode()
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{
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if (bpmem.blendmode.dither)
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glEnable(GL_DITHER);
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else
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glDisable(GL_DITHER);
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}
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void SetLogicOpMode()
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{
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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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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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void SetColorMask()
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{
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Renderer::SetColorMask();
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}
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float GetRendererTargetScaleX()
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{
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return Renderer::GetTargetScaleX();
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}
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float GetRendererTargetScaleY()
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{
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return Renderer::GetTargetScaleY();
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}
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void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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{
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// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (!g_Config.bEFBCopyDisable)
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if (g_Config.bCopyEFBToRAM) // To RAM
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TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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else // To OGL Texture
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TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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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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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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void ClearScreen(const TRectangle &multirc)
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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::UseFakeZTarget();
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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));
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// ---------------------------
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VertexShaderManager::SetViewportChanged();
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// Since clear operations use the source rectangle, we have to do
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// regular renders (glClear clears the entire buffer)
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
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{
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GLbitfield bits = 0;
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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{
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
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((clearColor>>8 ) & 0xff)*(1/255.0f),
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((clearColor>>0 ) & 0xff)*(1/255.0f),
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((clearColor>>24) & 0xff)*(1/255.0f));
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bits |= GL_COLOR_BUFFER_BIT;
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}
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if (bpmem.zmode.updateenable)
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{
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glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
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bits |= GL_DEPTH_BUFFER_BIT;
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}
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if (bRestoreZBufferTarget)
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
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glClear(bits);
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}
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// Have to clear the target zbuffer
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if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
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GL_REPORT_ERRORD();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// red should probably be the LSB
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glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
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((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
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((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
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glClear(GL_COLOR_BUFFER_BIT);
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Renderer::SetColorMask();
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GL_REPORT_ERRORD();
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}
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if (bRestoreZBufferTarget)
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{
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// restore target
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GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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glDrawBuffers(2, s_drawbuffers);
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}
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}
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void RestoreRenderState()
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{
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Renderer::RestoreGLState();
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}
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void SetScissorRectangle()
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{
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Renderer::SetScissorRect();
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}
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bool GetConfig(const int &type)
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{
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switch (type)
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{
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case CONFIG_ISWII:
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return g_VideoInitialize.bWii;
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case CONFIG_DISABLEFOG:
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return g_Config.bDisableFog;
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case CONFIG_SHOWEFBREGIONS:
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return g_Config.bShowEFBCopyRegions;
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default:
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PanicAlert("GetConfig Error: Unknown Config Type!");
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return false;
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}
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}
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u8 *GetPointer(const u32 &address)
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{
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return g_VideoInitialize.pGetMemoryPointer(address);
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}
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}; |