Direct3D9 plugin now uses BPFunctions and removed its BPStructs. Some cleanup and commenting in BPStructs.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2897 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox
2009-04-06 15:24:40 +00:00
parent c126c5a9f9
commit 67834f960e
8 changed files with 227 additions and 1358 deletions
+12 -13
View File
@@ -37,24 +37,23 @@ enum
};
void FlushPipeline();
void SetGenerationMode();
void SetGenerationMode(const BreakPoint &bp);
void SetScissor(const BreakPoint &bp);
void SetLineWidth();
void SetDepthMode();
void SetBlendMode();
void SetDitherMode();
void SetLogicOpMode();
void SetColorMask();
void SetLineWidth(const BreakPoint &bp);
void SetDepthMode(const BreakPoint &bp);
void SetBlendMode(const BreakPoint &bp);
void SetDitherMode(const BreakPoint &bp);
void SetLogicOpMode(const BreakPoint &bp);
void SetColorMask(const BreakPoint &bp);
float GetRendererTargetScaleX();
float GetRendererTargetScaleY();
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const TRectangle &multirc);
void RestoreRenderState();
void SetScissorRectangle();
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc);
void RestoreRenderState(const BreakPoint &bp);
u8 *GetPointer(const u32 &address);
bool GetConfig(const int &type);
void SetSamplerState(const BreakPoint &bp);
};
#endif // _BPFUNCTIONS_H_
+89 -72
View File
@@ -15,6 +15,8 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <cmath>
#include "Profiler.h"
#include "Statistics.h"
#include "VideoCommon.h"
@@ -46,27 +48,28 @@ void BPInit()
// ----------------------------------------------------------------------------------------------------------
void BPWritten(const BreakPoint& bp)
{
// If nothing changed, return
//if ((bp.changes == 0 ? false : true))
// return;
// Flush the pipeline then update the BreakPoint Memory
// --------------------------------------------------------------------------------------------------------
// First the pipeline is flushed then update the bpmem with the new value.
// Some of the BP cases have to call certain functions while others just update the bpmem.
// some bp cases check the changes variable, because they might not have to be updated all the time
// NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
// had to be ditched and the games seem to work fine with out it.
// --------------------------------------------------------------------------------------------------------
FlushPipeline();
((u32*)&bpmem)[bp.address] = bp.newvalue;
switch (bp.address)
{
// -----------------------------------------------------
// BPs that calls other code besides updating the memory
// -----------------------------------------------------
case BPMEM_GENMODE:
case BPMEM_GENMODE: // Set the Generation Mode
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
SetGenerationMode();
SetGenerationMode(bp);
break;
case BPMEM_IND_MTXA:
case BPMEM_IND_MTXA: // Index Matrix Changed
case BPMEM_IND_MTXB:
case BPMEM_IND_MTXC:
case BPMEM_IND_MTXA+3:
@@ -83,17 +86,18 @@ void BPWritten(const BreakPoint& bp)
break;
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(bp);
break;
case BPMEM_LINEPTWIDTH:
SetLineWidth();
case BPMEM_LINEPTWIDTH: // Line Width
SetLineWidth(bp);
break;
case BPMEM_ZMODE:
case BPMEM_ZMODE: // Depth Control
PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
SetDepthMode();
SetDepthMode(bp);
break;
case BPMEM_BLENDMODE:
case BPMEM_BLENDMODE: // Blending Control
if (bp.changes & 0xFFFF)
{
PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d",
@@ -103,37 +107,37 @@ void BPWritten(const BreakPoint& bp)
if (bp.changes & 2)
{
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
SetLogicOpMode();
SetLogicOpMode(bp);
}
// Set Dithering Mode
if (bp.changes & 4)
{
SETSTAT(stats.dither, bpmem.blendmode.dither);
SetDitherMode();
SetDitherMode(bp);
}
// Set Blending Mode
if (bp.changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
SetBlendMode();
SetBlendMode(bp);
}
// Set Color Mask
if (bp.changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
SetColorMask();
SetColorMask(bp);
}
}
break;
case BPMEM_CONSTANTALPHA:
case BPMEM_CONSTANTALPHA: // Set Destination Alpha
PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
break;
case BPMEM_SETDRAWDONE:
case BPMEM_SETDRAWDONE: // This is called when the game is done drawing (eg: like in DX: Begin(); Draw(); End();)
switch (bp.newvalue & 0xFF)
{
case 0x02:
@@ -146,18 +150,18 @@ void BPWritten(const BreakPoint& bp)
break;
}
break;
case BPMEM_PE_TOKEN_ID:
case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE);
DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF));
break;
// ------------------------
// EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV.
// It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards.
case BPMEM_TRIGGER_EFB_COPY:
case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen.
{
DVSTARTSUBPROFILE("LoadBPReg:swap");
// The bottom right is within the rectangle
@@ -171,6 +175,7 @@ void BPWritten(const BreakPoint& bp)
float MValueX = GetRendererTargetScaleX();
float MValueY = GetRendererTargetScaleY();
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
@@ -188,38 +193,35 @@ void BPWritten(const BreakPoint& bp)
{
if (GetConfig(CONFIG_SHOWEFBREGIONS))
stats.efb_regions.push_back(rc);
u32 address = bpmem.copyTexDest << 5;
bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24);
bool isIntensity = (PE_copy.intensity_fmt > 0);
u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8));
bool scaleByHalf = (PE_copy.half_scale > 0);
CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf);
CopyEFB(bp, rc, bpmem.copyTexDest << 5,
bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
PE_copy.intensity_fmt > 0,
((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)),
PE_copy.half_scale > 0);
}
else
{
// the number of lines copied is determined by the y scale * source efb height
float yScale = bpmem.dispcopyyscale / 256.0f;
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
u32 dstHeight = (u32)xfbLines;
RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight);
const float yScale = bpmem.dispcopyyscale / 256.0f;
const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
RenderToXFB(bp, multirc, yScale, xfbLines,
Memory_GetPtr(bpmem.copyTexDest << 5),
bpmem.copyMipMapStrideChannels << 4,
(u32)ceil(xfbLines));
}
// ----------------------------------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// ----------------------------------------------------------------------------------
if (PE_copy.clear)
ClearScreen(multirc);
ClearScreen(bp, multirc);
RestoreRenderState();
RestoreRenderState(bp);
break;
}
case BPMEM_SCISSOROFFSET:
SetScissorRectangle();
break;
case BPMEM_LOADTLUT0:
case BPMEM_LOADTLUT0: // Load the Texture Look Up Table
case BPMEM_LOADTLUT1:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
@@ -244,7 +246,7 @@ void BPWritten(const BreakPoint& bp)
// Not sure if it's a good idea, though. For now, we hash texture palettes
}
break;
case BPMEM_FOGRANGE:
case BPMEM_FOGRANGE: // Fog Settings Control
case BPMEM_FOGPARAM0:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGBEXPONENT:
@@ -252,7 +254,7 @@ void BPWritten(const BreakPoint& bp)
if(!GetConfig(CONFIG_DISABLEFOG))
PixelShaderManager::SetFogParamChanged();
break;
case BPMEM_FOGCOLOR:
case BPMEM_FOGCOLOR: // Fog Color
PixelShaderManager::SetFogColorChanged();
break;
case BPMEM_ALPHACOMPARE:
@@ -264,7 +266,7 @@ void BPWritten(const BreakPoint& bp)
PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
break;
case BPMEM_ZTEX2:
case BPMEM_ZTEX2: // Z Texture type
{
if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
@@ -276,36 +278,40 @@ void BPWritten(const BreakPoint& bp)
break;
}
// --------------------------------------
// BPs that only flush and update memory
// --------------------------------------
case BPMEM_DISPLAYCOPYFILER:
case BPMEM_DISPLAYCOPYFILER: // Display Filtering Control
case BPMEM_DISPLAYCOPYFILER+1:
case BPMEM_DISPLAYCOPYFILER+2:
case BPMEM_DISPLAYCOPYFILER+3:
case BPMEM_IND_IMASK:
case BPMEM_SU_COUNTER:
case BPMEM_RAS_COUNTER:
case BPMEM_IREF:
case BPMEM_PE_CONTROL:
case BPMEM_FIELDMASK:
case BPMEM_CLOCK0:
case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
case BPMEM_EFB_ADDR: // EFB Target Address
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
case BPMEM_COPYFILTER0:
case BPMEM_COPYFILTER1:
break;
case BPMEM_SU_COUNTER: // Counters
case BPMEM_RAS_COUNTER:
break;
case BPMEM_FIELDMASK: // Field Control
case BPMEM_FIELDMODE:
break;
case BPMEM_CLOCK0: // Debugging info
case BPMEM_CLOCK1:
case BPMEM_SETGPMETRIC:
break;
case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
case BPMEM_EFB_ADDR: // EFB Target Address
break;
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
break;
case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes..
case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes
case BPMEM_TEXINVALIDATE:
case BPMEM_SETGPMETRIC: // Debugging info
case BPMEM_FIELDMODE:
case BPMEM_CLOCK1:
break;
case BPMEM_IREF:
case BPMEM_PE_CONTROL: // Pixel Engine Control (GXSetZCompLoc, GXPixModeSync)
case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale
break;
case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0
case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1
case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2
@@ -314,7 +320,9 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5
case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6
case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7
case BPMEM_BP_MASK:
break;
case BPMEM_BP_MASK: // Masks
case BPMEM_IND_IMASK:
break;
// ------------------------------------------------
@@ -332,6 +340,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TREF+5:
case BPMEM_TREF+6:
case BPMEM_TREF+7:
break;
case BPMEM_SU_SSIZE: // Texture Wrap Size U?
case BPMEM_SU_TSIZE: // Texture Wrap Size V?
case BPMEM_SU_SSIZE+2:
@@ -348,6 +357,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_SU_TSIZE+12:
case BPMEM_SU_SSIZE+14:
case BPMEM_SU_TSIZE+14:
break;
case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0
case BPMEM_TX_SETMODE0+1:
case BPMEM_TX_SETMODE0+2:
@@ -356,6 +366,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETMODE1+1:
case BPMEM_TX_SETMODE1+2:
case BPMEM_TX_SETMODE1+3:
SetSamplerState(bp);
break;
case BPMEM_TX_SETIMAGE0: // Texture Size ?
case BPMEM_TX_SETIMAGE0+1:
case BPMEM_TX_SETIMAGE0+2:
@@ -372,18 +384,21 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3+1:
case BPMEM_TX_SETIMAGE3+2:
case BPMEM_TX_SETIMAGE3+3:
break;
case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
case BPMEM_TX_LOADTLUT_0+1:
case BPMEM_TX_LOADTLUT_0+2:
case BPMEM_TX_LOADTLUT_0+3:
case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
break;
case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
case BPMEM_TX_SETMODE0_4+1:
case BPMEM_TX_SETMODE0_4+2:
case BPMEM_TX_SETMODE0_4+3:
case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4+1:
case BPMEM_TX_SETMODE1_4+2:
case BPMEM_TX_SETMODE1_4+3:
break;
case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8
case BPMEM_TX_SETIMAGE0_4+1:
case BPMEM_TX_SETIMAGE0_4+2:
@@ -400,7 +415,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3_4+1:
case BPMEM_TX_SETIMAGE3_4+2:
case BPMEM_TX_SETIMAGE3_4+3:
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
break;
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
case BPMEM_TX_SETLUT_4+1:
case BPMEM_TX_SETLUT_4+2:
case BPMEM_TX_SETLUT_4+3:
@@ -444,6 +460,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_IND_CMD+13:
case BPMEM_IND_CMD+14:
case BPMEM_IND_CMD+15:
break;
case BPMEM_TEV_COLOR_ENV: // Texture Environment 1
case BPMEM_TEV_ALPHA_ENV:
case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2
@@ -1183,14 +1183,6 @@
RelativePath=".\Src\BPFunctions.cpp"
>
</File>
<File
RelativePath=".\Src\BPStructs.cpp"
>
</File>
<File
RelativePath=".\Src\BPStructs.h"
>
</File>
</Filter>
<Filter
Name="Render"
@@ -16,6 +16,14 @@
// http://code.google.com/p/dolphin-emu/
#include "BPFunctions.h"
#include "D3DBase.h"
#include "Config.h"
#include "Common.h"
#include "TextureCache.h"
#include "VertexManager.h"
#include "VertexShaderManager.h"
#include "Utils.h"
bool textureChanged[8];
@@ -92,7 +100,7 @@ void FlushPipeline()
VertexManager::Flush();
}
void SetGenerationMode()
void SetGenerationMode(const BreakPoint &bp)
{
// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
@@ -117,15 +125,15 @@ void SetGenerationMode()
void SetScissor(const BreakPoint &bp)
{
Renderer::SetScissorRect();
}
void SetLineWidth()
void SetLineWidth(const BreakPoint &bp)
{
// We can't change line width in D3D unless we use ID3DXLine
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
void SetDepthMode()
void SetDepthMode(const BreakPoint &bp)
{
if (bpmem.zmode.testenable)
{
@@ -151,42 +159,82 @@ void SetDepthMode()
// Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode()
void SetBlendMode(const BreakPoint &bp)
{
if (bp.changes & 1)
Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
D3DBLEND src = d3dSrcFactors[bpmem.blendmode.srcfactor];
D3DBLEND dst = d3dDestFactors[bpmem.blendmode.dstfactor];
if (bp.changes & 0x700)
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
if (bp.changes & 0xE0) {
if (!bpmem.blendmode.subtract)
{
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
else
{
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
}
if (bp.changes & 0x800)
{
if (bpmem.blendmode.subtract)
{
Renderer::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
else
{
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
}
}
void SetDitherMode()
void SetDitherMode(const BreakPoint &bp)
{
Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
void SetLogicOpMode()
void SetLogicOpMode(const BreakPoint &bp)
{
// Logic op blending. D3D can't do this but can fake some modes.
}
void SetColorMask()
void SetColorMask(const BreakPoint &bp)
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
float GetRendererTargetScaleX()
{
Renderer::GetXScale();
return Renderer::GetXScale();
}
float GetRendererTargetScaleY()
{
Renderer::GetYScale();
return Renderer::GetYScale();
}
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rc);
RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
}
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const TRectangle &multirc)
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
{
// it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it
@@ -198,6 +246,7 @@ void ClearScreen(const TRectangle &multirc)
DWORD clearflags = 0;
D3DCOLOR col = 0;
float clearZ = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
@@ -212,18 +261,16 @@ void ClearScreen(const TRectangle &multirc)
if (clearZ > 1.0f) clearZ = 1.0f;
if (clearZ < 0.0f) clearZ = 0.0f;
clearflags |= D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
}
}
D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
}
void RestoreRenderState()
void RestoreRenderState(const BreakPoint &bp)
{
//Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetScissorRectangle()
{
Renderer::SetScissorRect();
}
bool GetConfig(const int &type)
{
switch (type)
@@ -241,6 +288,45 @@ bool GetConfig(const int &type)
}
u8 *GetPointer(const u32 &address)
{
g_VideoInitialize.pGetMemoryPointer(address);
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetSamplerState(const BreakPoint &bp)
{
FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
int stage = (bp.address & 3);//(addr>>4)&2;
TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_Config.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter & 3];
}
if ((bp.address & 0xE0) == 0xA0)
stage += 4;
if (g_Config.bForceMaxAniso)
{
mag = D3DTEXF_ANISOTROPIC;
mip = D3DTEXF_ANISOTROPIC;
min = D3DTEXF_ANISOTROPIC;
}
dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 16);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
}
};
File diff suppressed because it is too large Load Diff
@@ -1,27 +0,0 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _BPSTRUCTS_H
#define _BPSTRUCTS_H
#include "BPMemory.h"
void BPInit();
void LoadBPReg(u32 value0);
void ActivateTextures();
#endif
@@ -47,7 +47,7 @@ void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode()
void SetGenerationMode(const BreakPoint &bp)
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
@@ -66,7 +66,7 @@ void SetScissor(const BreakPoint &bp)
if (bp.address == BPMEM_SCISSORBR)
ERROR_LOG(VIDEO, "bad scissor!");
}
void SetLineWidth()
void SetLineWidth(const BreakPoint &bp)
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
@@ -74,7 +74,7 @@ void SetLineWidth()
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void SetDepthMode()
void SetDepthMode(const BreakPoint &bp)
{
if (bpmem.zmode.testenable)
{
@@ -92,18 +92,18 @@ void SetDepthMode()
if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode()
void SetBlendMode(const BreakPoint &bp)
{
Renderer::SetBlendMode(false);
}
void SetDitherMode()
void SetDitherMode(const BreakPoint &bp)
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void SetLogicOpMode()
void SetLogicOpMode(const BreakPoint &bp)
{
if (bpmem.blendmode.logicopenable)
{
@@ -113,7 +113,7 @@ void SetLogicOpMode()
else
glDisable(GL_COLOR_LOGIC_OP);
}
void SetColorMask()
void SetColorMask(const BreakPoint &bp)
{
Renderer::SetColorMask();
}
@@ -125,7 +125,7 @@ float GetRendererTargetScaleY()
{
return Renderer::GetTargetScaleY();
}
void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const 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_Config.bEFBCopyDisable)
@@ -135,7 +135,7 @@ void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer,
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{
// EFB to XFB
if (g_Config.bUseXFB)
@@ -158,7 +158,7 @@ void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xf
}
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const TRectangle &multirc)
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
{
// Clear color
@@ -224,15 +224,11 @@ void ClearScreen(const TRectangle &multirc)
}
}
void RestoreRenderState()
void RestoreRenderState(const BreakPoint &bp)
{
Renderer::RestoreGLState();
}
void SetScissorRectangle()
{
Renderer::SetScissorRect();
}
bool GetConfig(const int &type)
{
switch (type)
@@ -252,4 +248,8 @@ u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetSamplerState(const BreakPoint &bp)
{
// TODO
}
};
File diff suppressed because it is too large Load Diff