mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
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:
@@ -37,24 +37,23 @@ enum
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};
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void FlushPipeline();
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void SetGenerationMode();
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void SetGenerationMode(const BreakPoint &bp);
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void SetScissor(const BreakPoint &bp);
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void SetLineWidth();
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void SetDepthMode();
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void SetBlendMode();
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void SetDitherMode();
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void SetLogicOpMode();
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void SetColorMask();
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void SetLineWidth(const BreakPoint &bp);
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void SetDepthMode(const BreakPoint &bp);
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void SetBlendMode(const BreakPoint &bp);
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void SetDitherMode(const BreakPoint &bp);
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void SetLogicOpMode(const BreakPoint &bp);
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void SetColorMask(const BreakPoint &bp);
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float GetRendererTargetScaleX();
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float GetRendererTargetScaleY();
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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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void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
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void ClearScreen(const TRectangle &multirc);
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void RestoreRenderState();
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void SetScissorRectangle();
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void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf);
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void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight);
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void ClearScreen(const BreakPoint &bp, const TRectangle &multirc);
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void RestoreRenderState(const BreakPoint &bp);
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u8 *GetPointer(const u32 &address);
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bool GetConfig(const int &type);
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void SetSamplerState(const BreakPoint &bp);
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};
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#endif // _BPFUNCTIONS_H_
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@@ -15,6 +15,8 @@
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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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@@ -46,27 +48,28 @@ void BPInit()
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// ----------------------------------------------------------------------------------------------------------
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void BPWritten(const BreakPoint& bp)
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{
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// If nothing changed, return
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//if ((bp.changes == 0 ? false : true))
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// return;
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// Flush the pipeline then update the BreakPoint Memory
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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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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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// -----------------------------------------------------
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// BPs that calls other code besides updating the memory
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// -----------------------------------------------------
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case BPMEM_GENMODE:
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case BPMEM_GENMODE: // Set the Generation Mode
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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();
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SetGenerationMode(bp);
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break;
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case BPMEM_IND_MTXA:
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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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@@ -83,17 +86,18 @@ void BPWritten(const BreakPoint& bp)
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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:
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SetLineWidth();
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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:
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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();
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SetDepthMode(bp);
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break;
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case BPMEM_BLENDMODE:
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case BPMEM_BLENDMODE: // Blending Control
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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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@@ -103,37 +107,37 @@ void BPWritten(const BreakPoint& bp)
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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();
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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();
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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();
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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();
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SetColorMask(bp);
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}
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}
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break;
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case BPMEM_CONSTANTALPHA:
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case BPMEM_CONSTANTALPHA: // Set Destination Alpha
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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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case BPMEM_SETDRAWDONE:
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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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@@ -146,18 +150,18 @@ void BPWritten(const BreakPoint& bp)
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break;
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}
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break;
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case BPMEM_PE_TOKEN_ID:
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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:
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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:
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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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@@ -171,6 +175,7 @@ void BPWritten(const BreakPoint& bp)
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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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@@ -188,38 +193,35 @@ void BPWritten(const BreakPoint& bp)
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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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u32 address = bpmem.copyTexDest << 5;
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bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24);
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bool isIntensity = (PE_copy.intensity_fmt > 0);
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u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8));
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bool scaleByHalf = (PE_copy.half_scale > 0);
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CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf);
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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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float yScale = bpmem.dispcopyyscale / 256.0f;
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float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
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u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
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u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
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u32 dstHeight = (u32)xfbLines;
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RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight);
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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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// ----------------------------------------------------------------------------------
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// Clear the picture after it's done and submitted, to prepare for the next picture
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// ----------------------------------------------------------------------------------
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if (PE_copy.clear)
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ClearScreen(multirc);
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ClearScreen(bp, multirc);
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RestoreRenderState();
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RestoreRenderState(bp);
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break;
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}
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case BPMEM_SCISSOROFFSET:
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SetScissorRectangle();
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break;
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case BPMEM_LOADTLUT0:
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case BPMEM_LOADTLUT0: // Load the 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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@@ -244,7 +246,7 @@ void BPWritten(const BreakPoint& bp)
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// Not sure if it's a good idea, though. For now, we hash texture palettes
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}
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break;
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case BPMEM_FOGRANGE:
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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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@@ -252,7 +254,7 @@ void BPWritten(const BreakPoint& bp)
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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:
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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:
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@@ -264,7 +266,7 @@ void BPWritten(const BreakPoint& bp)
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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:
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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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@@ -276,36 +278,40 @@ void BPWritten(const BreakPoint& bp)
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break;
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}
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// --------------------------------------
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// BPs that only flush and update memory
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// --------------------------------------
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case BPMEM_DISPLAYCOPYFILER:
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case BPMEM_DISPLAYCOPYFILER: // Display Filtering Control
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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_IND_IMASK:
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case BPMEM_SU_COUNTER:
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case BPMEM_RAS_COUNTER:
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case BPMEM_IREF:
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case BPMEM_PE_CONTROL:
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case BPMEM_FIELDMASK:
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case BPMEM_CLOCK0:
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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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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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case BPMEM_COPYYSCALE: // Display Copy Y Scale
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case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
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case BPMEM_CLEAR_GB: // Green and Blue
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case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
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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_SU_COUNTER: // Counters
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case BPMEM_RAS_COUNTER:
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break;
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case BPMEM_FIELDMASK: // Field Control
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case BPMEM_FIELDMODE:
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break;
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case BPMEM_CLOCK0: // Debugging info
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case BPMEM_CLOCK1:
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case BPMEM_SETGPMETRIC:
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break;
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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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case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
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case BPMEM_CLEAR_GB: // Green and Blue
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case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
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break;
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case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes..
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case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes
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case BPMEM_TEXINVALIDATE:
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case BPMEM_SETGPMETRIC: // Debugging info
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case BPMEM_FIELDMODE:
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case BPMEM_CLOCK1:
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break;
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case BPMEM_IREF:
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case BPMEM_PE_CONTROL: // Pixel Engine Control (GXSetZCompLoc, GXPixModeSync)
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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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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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@@ -314,7 +320,9 @@ void BPWritten(const BreakPoint& bp)
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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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case BPMEM_BP_MASK:
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break;
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case BPMEM_BP_MASK: // Masks
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case BPMEM_IND_IMASK:
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break;
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// ------------------------------------------------
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@@ -332,6 +340,7 @@ void BPWritten(const BreakPoint& bp)
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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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case BPMEM_SU_SSIZE: // Texture Wrap Size U?
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case BPMEM_SU_TSIZE: // Texture Wrap Size V?
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case BPMEM_SU_SSIZE+2:
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@@ -348,6 +357,7 @@ void BPWritten(const BreakPoint& bp)
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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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break;
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case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0
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case BPMEM_TX_SETMODE0+1:
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case BPMEM_TX_SETMODE0+2:
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@@ -356,6 +366,8 @@ void BPWritten(const BreakPoint& bp)
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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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SetSamplerState(bp);
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break;
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case BPMEM_TX_SETIMAGE0: // Texture Size ?
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case BPMEM_TX_SETIMAGE0+1:
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case BPMEM_TX_SETIMAGE0+2:
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@@ -372,18 +384,21 @@ void BPWritten(const BreakPoint& bp)
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case BPMEM_TX_SETIMAGE3+1:
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case BPMEM_TX_SETIMAGE3+2:
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case BPMEM_TX_SETIMAGE3+3:
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break;
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case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
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case BPMEM_TX_LOADTLUT_0+1:
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case BPMEM_TX_LOADTLUT_0+2:
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case BPMEM_TX_LOADTLUT_0+3:
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case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
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break;
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case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
|
||||
case BPMEM_TX_SETMODE0_4+1:
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||||
case BPMEM_TX_SETMODE0_4+2:
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case BPMEM_TX_SETMODE0_4+3:
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case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
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case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
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||||
case BPMEM_TX_SETMODE1_4+1:
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||||
case BPMEM_TX_SETMODE1_4+2:
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case BPMEM_TX_SETMODE1_4+3:
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||||
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 ©fmt, const bool &scaleByHalf)
|
||||
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, 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 ©fmt, const bool &scaleByHalf)
|
||||
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, 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
Reference in New Issue
Block a user