581 lines
21 KiB
C++
581 lines
21 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 <cmath>
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#include "Profiler.h"
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#include "Statistics.h"
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#include "VideoCommon.h"
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#include "PixelShaderManager.h"
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#include "BPFunctions.h"
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#include "BPStructs.h"
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#include "TextureDecoder.h"
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#include "OpcodeDecoding.h"
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#include "VertexLoader.h"
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#include "VertexShaderManager.h"
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using namespace BPFunctions;
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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 the Bypass Memory (Bypass Raster State Registers)
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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) DisplayList (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(const Bypass& bp)
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{
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// --------------------------------------------------------------------------------------------------------
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// First the pipeline is flushed then update the bpmem with the new value.
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// Some of the BP cases have to call certain functions while others just update the bpmem.
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// some bp cases check the changes variable, because they might not have to be updated all the time
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// NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
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// had to be ditched and the games seem to work fine with out it.
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// --------------------------------------------------------------------------------------------------------
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// Debugging only, this lets you skip a bp update
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//static int times = 0;
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//static bool enable = false;
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//switch (bp.address)
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//{
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//case BPMEM_CONSTANTALPHA:
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// {
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// if (times-- == 0 && enable)
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// return;
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// else
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// break;
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// }
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//default: break;
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//}
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FlushPipeline();
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((u32*)&bpmem)[bp.address] = bp.newvalue;
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switch (bp.address)
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{
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case BPMEM_GENMODE: // Set the Generation Mode
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{
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PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
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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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SetGenerationMode(bp);
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break;
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}
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case BPMEM_IND_MTXA: // Index Matrix Changed
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case BPMEM_IND_MTXB:
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case BPMEM_IND_MTXC:
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case BPMEM_IND_MTXA+3:
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case BPMEM_IND_MTXB+3:
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case BPMEM_IND_MTXC+3:
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case BPMEM_IND_MTXA+6:
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case BPMEM_IND_MTXB+6:
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case BPMEM_IND_MTXC+6:
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PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
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break;
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case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
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PixelShaderManager::SetIndTexScaleChanged(0x03);
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case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
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PixelShaderManager::SetIndTexScaleChanged(0x0c);
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break;
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case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
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case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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case BPMEM_SCISSOROFFSET: // Scissor Offset
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SetScissor(bp);
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break;
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case BPMEM_LINEPTWIDTH: // Line Width
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SetLineWidth(bp);
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break;
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case BPMEM_ZMODE: // Depth Control
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PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
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bpmem.zmode.updateenable);
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SetDepthMode(bp);
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break;
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case BPMEM_BLENDMODE: // Blending Control
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{
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if (bp.changes & 0xFFFF)
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{
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PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d",
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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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// Set LogicOp Blending Mode
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if (bp.changes & 2)
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{
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SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
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SetLogicOpMode(bp);
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}
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// Set Dithering Mode
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if (bp.changes & 4)
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{
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SETSTAT(stats.dither, bpmem.blendmode.dither);
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SetDitherMode(bp);
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}
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// Set Blending Mode
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if (bp.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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SetBlendMode(bp);
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}
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// Set Color Mask
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if (bp.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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SetColorMask(bp);
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}
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}
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break;
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}
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case BPMEM_CONSTANTALPHA: // Set Destination Alpha
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{
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PRIM_LOG("constalpha: alp=%d, en=%d", 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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PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
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break;
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}
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case BPMEM_SETDRAWDONE: // This is called when the game is done drawing (eg: like in DX: Begin(); Draw(); End();)
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switch (bp.newvalue & 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)", (bp.newvalue & 0xFFFF));
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break;
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default:
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WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF));
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break;
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}
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break;
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case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID
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g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
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DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
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break;
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case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID
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g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE);
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DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF));
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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: // Copy EFB Region or Render to the XFB or Clear the screen.
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{
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DVSTARTSUBPROFILE("LoadBPReg:swap");
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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 = GetRendererTargetScaleX();
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float MValueY = GetRendererTargetScaleY();
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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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// Check if we are to copy from the EFB or draw to the XFB
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if (PE_copy.copy_to_xfb == 0)
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{
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if (GetConfig(CONFIG_SHOWEFBREGIONS))
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stats.efb_regions.push_back(rc);
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CopyEFB(bp, rc, 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);
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}
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else
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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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const float yScale = bpmem.dispcopyyscale / 256.0f;
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const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
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RenderToXFB(bp, multirc, yScale, xfbLines,
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Memory_GetPtr(bpmem.copyTexDest << 5),
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bpmem.copyMipMapStrideChannels << 4,
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(u32)ceil(xfbLines));
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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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if (PE_copy.clear)
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ClearScreen(bp, multirc);
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RestoreRenderState(bp);
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break;
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}
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case BPMEM_LOADTLUT0: // Load a Texture Look Up Table
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case BPMEM_LOADTLUT1:
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{
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DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
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u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
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u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5;
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u8 *ptr = 0;
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// TODO - figure out a cleaner way.
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if (GetConfig(CONFIG_ISWII))
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ptr = GetPointer(bpmem.tlutXferSrc << 5);
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else
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ptr = GetPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5);
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if (ptr)
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memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
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else
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PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5);
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// TODO(ector) : kill all textures that use this palette
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// Not sure if it's a good idea, though. For now, we hash texture palettes
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break;
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}
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case BPMEM_FOGRANGE: // Fog Settings Control
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case BPMEM_FOGPARAM0:
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case BPMEM_FOGBMAGNITUDE:
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case BPMEM_FOGBEXPONENT:
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case BPMEM_FOGPARAM3:
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if(!GetConfig(CONFIG_DISABLEFOG))
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PixelShaderManager::SetFogParamChanged();
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break;
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case BPMEM_FOGCOLOR: // Fog Color
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PixelShaderManager::SetFogColorChanged();
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break;
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case BPMEM_ALPHACOMPARE: // Compare Alpha Values
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PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", 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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break;
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case BPMEM_BIAS: // BIAS
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PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
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PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
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break;
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case BPMEM_ZTEX2: // Z Texture type
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{
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if (bp.changes & 3)
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PixelShaderManager::SetZTextureTypeChanged();
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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", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
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#endif
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break;
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}
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case BPMEM_DISPLAYCOPYFILER: // Display Filtering Control, ignore this
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case BPMEM_DISPLAYCOPYFILER+1:
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case BPMEM_DISPLAYCOPYFILER+2:
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case BPMEM_DISPLAYCOPYFILER+3:
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case BPMEM_COPYFILTER0:
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case BPMEM_COPYFILTER1:
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break;
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case BPMEM_FIELDMASK: // Interlacing Control
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case BPMEM_FIELDMODE:
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SetInterlacingMode(bp);
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break;
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// ---------------------------------------------------
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// Debugging/Profiling info, we don't care about them
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// ---------------------------------------------------
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case BPMEM_CLOCK0: // Some Clock
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case BPMEM_CLOCK1: // Some Clock
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case BPMEM_SU_COUNTER: // Pixel or Poly Count
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case BPMEM_RAS_COUNTER: // Sound Count of something in the Texture Units
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case BPMEM_SETGPMETRIC: // Set the Graphic Processor Metric
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break;
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// ----------------
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// EFB Copy config
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// ----------------
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case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
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case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
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case BPMEM_EFB_ADDR: // EFB Target Address
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break;
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// --------------
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// Clear Config
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// --------------
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case BPMEM_CLEAR_AR: // Alpha and Red Components
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case BPMEM_CLEAR_GB: // Green and Blue Components
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case BPMEM_CLEAR_Z: // Z Components (24-bit Zbuffer)
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break;
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// -------------------------
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// Culling Occulsion, we don't support this
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// let's hope not many games use bboxes..
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// TODO(ector): add something that watches bboxes
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// -------------------------
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case BPMEM_CLEARBBOX1:
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case BPMEM_CLEARBBOX2:
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break;
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case BPMEM_ZCOMPARE: // Set the Z-Compare
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case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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case BPMEM_COPYYSCALE: // Display Copy Y Scale
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case BPMEM_IREF: /* 24 RID
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21 BC3 - Ind. Tex Stage 3 NTexCoord
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18 BI3 - Ind. Tex Stage 3 NTexMap
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15 BC2 - Ind. Tex Stage 2 NTexCoord
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12 BI2 - Ind. Tex Stage 2 NTexMap
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9 BC1 - Ind. Tex Stage 1 NTexCoord
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6 BI1 - Ind. Tex Stage 1 NTexMap
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3 BC0 - Ind. Tex Stage 0 NTexCoord
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0 BI0 - Ind. Tex Stage 0 NTexMap */
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break;
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case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0
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case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1
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case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2
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case BPMEM_TEV_KSEL+3:// Texture Environment Swap Mode Table 3
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case BPMEM_TEV_KSEL+4:// Texture Environment Swap Mode Table 4
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case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5
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case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6
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case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7
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break;
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case BPMEM_BP_MASK: // This Register can be used to limit to which bits of BP registers is actually written to. the mask is
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// only valid for the next BP command, and will reset itself.
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case BPMEM_IND_IMASK: // Index Mask ?
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break;
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case BPMEM_UNKNOWN: // This is always set to 0xF at boot of any game, so this sounds like a useless reg
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if (bp.newvalue != 0x0F)
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PanicAlert("Unknown is not 0xF! val = 0x%08x", bp.newvalue);
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break;
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// ------------------------------------------------
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// On Default, we try to look for other things
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// before we give up and say its an unknown opcode
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// ------------------------------------------------
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default:
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switch (bp.address & 0xFC) // Texture sampler filter
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{
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// -------------------------
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// Texture Environment Order
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// -------------------------
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case BPMEM_TREF:
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case BPMEM_TREF+1:
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case BPMEM_TREF+2:
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case BPMEM_TREF+3:
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case BPMEM_TREF+4:
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case BPMEM_TREF+5:
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case BPMEM_TREF+6:
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case BPMEM_TREF+7:
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break;
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// ----------------------
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// Set a triangle's Wrap
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// ----------------------
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case BPMEM_SU_SSIZE:
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case BPMEM_SU_TSIZE:
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case BPMEM_SU_SSIZE+2:
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case BPMEM_SU_TSIZE+2:
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case BPMEM_SU_SSIZE+4:
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case BPMEM_SU_TSIZE+4:
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case BPMEM_SU_SSIZE+6:
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case BPMEM_SU_TSIZE+6:
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case BPMEM_SU_SSIZE+8:
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case BPMEM_SU_TSIZE+8:
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case BPMEM_SU_SSIZE+10:
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case BPMEM_SU_TSIZE+10:
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case BPMEM_SU_SSIZE+12:
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case BPMEM_SU_TSIZE+12:
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case BPMEM_SU_SSIZE+14:
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case BPMEM_SU_TSIZE+14:
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PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1);
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break;
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// ------------------------
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// BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S
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// BPMEM_TX_SETMODE1 - (LOD Stuff) - Max LOD, Min LOD
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// ------------------------
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case BPMEM_TX_SETMODE0: // (0x90 for linear)
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case BPMEM_TX_SETMODE0+1:
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case BPMEM_TX_SETMODE0+2:
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case BPMEM_TX_SETMODE0+3:
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case BPMEM_TX_SETMODE1:
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case BPMEM_TX_SETMODE1+1:
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case BPMEM_TX_SETMODE1+2:
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case BPMEM_TX_SETMODE1+3:
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|
case BPMEM_TX_SETMODE0_4:
|
|
case BPMEM_TX_SETMODE0_4+1:
|
|
case BPMEM_TX_SETMODE0_4+2:
|
|
case BPMEM_TX_SETMODE0_4+3:
|
|
case BPMEM_TX_SETMODE1_4:
|
|
case BPMEM_TX_SETMODE1_4+1:
|
|
case BPMEM_TX_SETMODE1_4+2:
|
|
case BPMEM_TX_SETMODE1_4+3:
|
|
SetSamplerState(bp);
|
|
break;
|
|
// --------------------------------------------
|
|
// BPMEM_TX_SETIMAGE0 - Texture width, height, format
|
|
// BPMEM_TX_SETIMAGE1 - even LOD address in TMEM - Image Type, Cache Height, Cache Width, TMEM Offset
|
|
// BPMEM_TX_SETIMAGE2 - odd LOD address in TMEM - Cache Height, Cache Width, TMEM Offset
|
|
// BPMEM_TX_SETIMAGE3 - Address of Texture in main memory
|
|
// --------------------------------------------
|
|
case BPMEM_TX_SETIMAGE0:
|
|
case BPMEM_TX_SETIMAGE0+1:
|
|
case BPMEM_TX_SETIMAGE0+2:
|
|
case BPMEM_TX_SETIMAGE0+3:
|
|
case BPMEM_TX_SETIMAGE0_4:
|
|
case BPMEM_TX_SETIMAGE0_4+1:
|
|
case BPMEM_TX_SETIMAGE0_4+2:
|
|
case BPMEM_TX_SETIMAGE0_4+3:
|
|
case BPMEM_TX_SETIMAGE1:
|
|
case BPMEM_TX_SETIMAGE1+1:
|
|
case BPMEM_TX_SETIMAGE1+2:
|
|
case BPMEM_TX_SETIMAGE1+3:
|
|
case BPMEM_TX_SETIMAGE1_4:
|
|
case BPMEM_TX_SETIMAGE1_4+1:
|
|
case BPMEM_TX_SETIMAGE1_4+2:
|
|
case BPMEM_TX_SETIMAGE1_4+3:
|
|
case BPMEM_TX_SETIMAGE2:
|
|
case BPMEM_TX_SETIMAGE2+1:
|
|
case BPMEM_TX_SETIMAGE2+2:
|
|
case BPMEM_TX_SETIMAGE2+3:
|
|
case BPMEM_TX_SETIMAGE2_4:
|
|
case BPMEM_TX_SETIMAGE2_4+1:
|
|
case BPMEM_TX_SETIMAGE2_4+2:
|
|
case BPMEM_TX_SETIMAGE2_4+3:
|
|
case BPMEM_TX_SETIMAGE3:
|
|
case BPMEM_TX_SETIMAGE3+1:
|
|
case BPMEM_TX_SETIMAGE3+2:
|
|
case BPMEM_TX_SETIMAGE3+3:
|
|
case BPMEM_TX_SETIMAGE3_4:
|
|
case BPMEM_TX_SETIMAGE3_4+1:
|
|
case BPMEM_TX_SETIMAGE3_4+2:
|
|
case BPMEM_TX_SETIMAGE3_4+3:
|
|
break;
|
|
// -------------------------------
|
|
// Set a TLUT
|
|
// BPMEM_TX_SETTLUT - Format, TMEM Offset (offset of TLUT from start of TMEM high bank > > 5)
|
|
// -------------------------------
|
|
case BPMEM_TX_SETTLUT:
|
|
case BPMEM_TX_SETTLUT+1:
|
|
case BPMEM_TX_SETTLUT+2:
|
|
case BPMEM_TX_SETTLUT+3:
|
|
case BPMEM_TX_SETLUT_4:
|
|
case BPMEM_TX_SETLUT_4+1:
|
|
case BPMEM_TX_SETLUT_4+2:
|
|
case BPMEM_TX_SETLUT_4+3:
|
|
break;
|
|
// ---------------------------------------------------
|
|
// Set the TEV Color
|
|
// ---------------------------------------------------
|
|
case BPMEM_TEV_REGISTER_L: // Reg 1
|
|
case BPMEM_TEV_REGISTER_H:
|
|
case BPMEM_TEV_REGISTER_L+2: // Reg 2
|
|
case BPMEM_TEV_REGISTER_H+2:
|
|
case BPMEM_TEV_REGISTER_L+4: // Reg 3
|
|
case BPMEM_TEV_REGISTER_H+4:
|
|
case BPMEM_TEV_REGISTER_L+6: // Reg 4
|
|
case BPMEM_TEV_REGISTER_H+6:
|
|
{
|
|
if (bp.address & 1)
|
|
{
|
|
// don't compare with changes!
|
|
int num = (bp.address >> 1 ) & 0x3;
|
|
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
|
|
}
|
|
break;
|
|
}
|
|
// ------------------------------------------------
|
|
// On Default, we try to look for other things
|
|
// before we give up and say its an unknown opcode
|
|
// again ...
|
|
// ------------------------------------------------
|
|
default:
|
|
switch (bp.address & 0xF0)
|
|
{
|
|
// --------------
|
|
// Indirect Tev
|
|
// --------------
|
|
case BPMEM_IND_CMD:
|
|
case BPMEM_IND_CMD+1:
|
|
case BPMEM_IND_CMD+2:
|
|
case BPMEM_IND_CMD+3:
|
|
case BPMEM_IND_CMD+4:
|
|
case BPMEM_IND_CMD+5:
|
|
case BPMEM_IND_CMD+6:
|
|
case BPMEM_IND_CMD+7:
|
|
case BPMEM_IND_CMD+8:
|
|
case BPMEM_IND_CMD+9:
|
|
case BPMEM_IND_CMD+10:
|
|
case BPMEM_IND_CMD+11:
|
|
case BPMEM_IND_CMD+12:
|
|
case BPMEM_IND_CMD+13:
|
|
case BPMEM_IND_CMD+14:
|
|
case BPMEM_IND_CMD+15:
|
|
break;
|
|
// --------------------------------------------------
|
|
// Set Color/Alpha of a Tev
|
|
// BPMEM_TEV_COLOR_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D
|
|
// BPMEM_TEV_ALPHA_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D, T Swap, R Swap
|
|
// --------------------------------------------------
|
|
case BPMEM_TEV_COLOR_ENV: // Texture Environment 1
|
|
case BPMEM_TEV_ALPHA_ENV:
|
|
case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2
|
|
case BPMEM_TEV_ALPHA_ENV+2:
|
|
case BPMEM_TEV_COLOR_ENV+4: // Texture Environment 3
|
|
case BPMEM_TEV_ALPHA_ENV+4:
|
|
case BPMEM_TEV_COLOR_ENV+8: // Texture Environment 4
|
|
case BPMEM_TEV_ALPHA_ENV+8:
|
|
case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 5
|
|
case BPMEM_TEV_ALPHA_ENV+10:
|
|
case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 6
|
|
case BPMEM_TEV_ALPHA_ENV+12:
|
|
case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 7
|
|
case BPMEM_TEV_ALPHA_ENV+14:
|
|
case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 8
|
|
case BPMEM_TEV_ALPHA_ENV+16:
|
|
case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 9
|
|
case BPMEM_TEV_ALPHA_ENV+18:
|
|
case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 10
|
|
case BPMEM_TEV_ALPHA_ENV+20:
|
|
case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 11
|
|
case BPMEM_TEV_ALPHA_ENV+22:
|
|
case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 12
|
|
case BPMEM_TEV_ALPHA_ENV+24:
|
|
case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 13
|
|
case BPMEM_TEV_ALPHA_ENV+26:
|
|
case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 14
|
|
case BPMEM_TEV_ALPHA_ENV+28:
|
|
case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 15
|
|
case BPMEM_TEV_ALPHA_ENV+30:
|
|
case BPMEM_TEV_COLOR_ENV+32: // Texture Environment 16
|
|
case BPMEM_TEV_ALPHA_ENV+32:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|