dolphin/Source/Core/VideoCommon/Src/BPFunctions.cpp

274 lines
7.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "BPFunctions.h"
#include "Common.h"
#include "RenderBase.h"
#include "TextureCacheBase.h"
#include "VertexManagerBase.h"
#include "VertexShaderManager.h"
#include "VideoConfig.h"
#include "HW/Memmap.h"
#include "ConfigManager.h"
const bool renderFog = false;
namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// ----------------------------------------------
void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode()
{
g_renderer->SetGenerationMode();
}
void SetScissor()
{
const int xoff = bpmem.scissorOffset.x * 2 - 342;
const int yoff = bpmem.scissorOffset.y * 2 - 342;
EFBRectangle rc (bpmem.scissorTL.x - xoff - 342, bpmem.scissorTL.y - yoff - 342,
bpmem.scissorBR.x - xoff - 341, bpmem.scissorBR.y - yoff - 341);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
g_renderer->SetScissorRect(trc);
UpdateViewportWithCorrection();
}
void SetLineWidth()
{
g_renderer->SetLineWidth();
}
void SetDepthMode()
{
g_renderer->SetDepthMode();
}
void SetBlendMode()
{
g_renderer->SetBlendMode(false);
}
void SetDitherMode()
{
g_renderer->SetDitherMode();
}
void SetLogicOpMode()
{
g_renderer->SetLogicOpMode();
}
void SetColorMask()
{
g_renderer->SetColorMask();
}
void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (g_ActiveConfig.bEFBCopyEnable)
{
TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
srcRect, isIntensity, scaleByHalf);
}
}
/* Explanation of the magic behind ClearScreen:
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated backends we're always using RGBA8
for the EFB format, which causes some problems:
- We're using an alpha channel although the game doesn't
- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the native HW
To properly emulate the above points, we're doing the following:
(1)
- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel
- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
- Same for color channels, these need to be cleared to 0x00 though.
(2)
- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
- convert the Z24 depth value to Z16 and back to Z24
*/
void ClearScreen(const EFBRectangle &rc)
{
bool colorEnable = bpmem.blendmode.colorupdate;
bool alphaEnable = bpmem.blendmode.alphaupdate;
bool zEnable = bpmem.zmode.updateenable;
// (1): Disable unused color channels
if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB8_Z24 ||
bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16 ||
bpmem.zcontrol.pixel_format == PIXELFMT_Z24)
{
alphaEnable = false;
}
if (colorEnable || alphaEnable || zEnable)
{
u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 z = bpmem.clearZValue;
// (2) drop additional accuracy
if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
z = Z24ToZ16ToZ24(z);
}
g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
}
void OnPixelFormatChange()
{
int convtype = -1;
// TODO : Check for Z compression format change
// When using 16bit Z, the game may enable a special compression format which we need to handle
// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays the same.
* Since we are always using an RGBA8 buffer though, this causes issues in some games.
* Thus, we reinterpret the old EFB data with the new format here.
*/
if (!g_ActiveConfig.bEFBEmulateFormatChanges ||
!g_ActiveConfig.backend_info.bSupportsFormatReinterpretation)
return;
u32 old_format = Renderer::GetPrevPixelFormat();
u32 new_format = bpmem.zcontrol.pixel_format;
// no need to reinterpret pixel data in these cases
if (new_format == old_format || old_format == (unsigned int)-1)
goto skip;
// Check for pixel format changes
switch (old_format)
{
case PIXELFMT_RGB8_Z24:
case PIXELFMT_Z24:
// Z24 and RGB8_Z24 are treated equal, so just return in this case
if (new_format == PIXELFMT_RGB8_Z24 || new_format == PIXELFMT_Z24)
goto skip;
if (new_format == PIXELFMT_RGBA6_Z24)
convtype = 0;
else if (new_format == PIXELFMT_RGB565_Z16)
convtype = 1;
break;
case PIXELFMT_RGBA6_Z24:
if (new_format == PIXELFMT_RGB8_Z24 ||
new_format == PIXELFMT_Z24)
convtype = 2;
else if (new_format == PIXELFMT_RGB565_Z16)
convtype = 3;
break;
case PIXELFMT_RGB565_Z16:
if (new_format == PIXELFMT_RGB8_Z24 ||
new_format == PIXELFMT_Z24)
convtype = 4;
else if (new_format == PIXELFMT_RGBA6_Z24)
convtype = 5;
break;
default:
break;
}
if (convtype == -1)
{
ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", old_format, new_format);
goto skip;
}
g_renderer->ReinterpretPixelData(convtype);
skip:
DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", new_format, bpmem.zcontrol.zformat);
Renderer::StorePixelFormat(new_format);
}
bool GetConfig(const int &type)
{
switch (type)
{
case CONFIG_ISWII:
return SConfig::GetInstance().m_LocalCoreStartupParameter.bWii;
case CONFIG_DISABLEFOG:
return g_ActiveConfig.bDisableFog;
case CONFIG_SHOWEFBREGIONS:
return g_ActiveConfig.bShowEFBCopyRegions;
default:
PanicAlert("GetConfig Error: Unknown Config Type!");
return false;
}
}
u8 *GetPointer(const u32 &address)
{
return Memory::GetPointer(address);
}
// Never used. All backends call SetSamplerState in VertexManager::Flush
void SetTextureMode(const BPCmd &bp)
{
g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);
}
void SetInterlacingMode(const BPCmd &bp)
{
// TODO
switch (bp.address)
{
case BPMEM_FIELDMODE:
{
// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
// just before this cmd
const char *action[] = { "don't adjust", "adjust" };
DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s",
action[bpmem.fieldmode.texLOD],
action[bpmem.lineptwidth.lineaspect]);
}
break;
case BPMEM_FIELDMASK:
{
// Determines if fields will be written to EFB (always computed)
const char *action[] = { "skip", "write" };
DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s",
action[bpmem.fieldmask.even], action[bpmem.fieldmask.odd]);
}
break;
default:
ERROR_LOG(VIDEO, "SetInterlacingMode default");
break;
}
}
};