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	Remove a member variable which I introduced in r5907 although it never actually got used. Restores binary compatibility (at least in that regard) to pre-r5907 video plugins, but breaks any binaries after that :P Update FIFO watermark tightness recommendations. 1000 is quite a high value I guess, but some people seem to need it. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6060 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			629 lines
		
	
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			629 lines
		
	
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #include <cmath>
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| 
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| #include "VideoConfig.h"
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| #include "Profiler.h"
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| #include "Statistics.h"
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| #include "Render.h"
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| #include "VideoCommon.h"
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| #include "PixelShaderManager.h"
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| #include "PixelEngine.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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| #include "Thread.h"
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| 
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| using namespace BPFunctions;
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| 
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| u32 mapTexAddress;
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| bool mapTexFound;
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| int numWrites;
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| 
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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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| 	mapTexAddress = 0;
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| 	numWrites = 0;
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| 	mapTexFound = false;
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| }
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| 
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| void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight)
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| {
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| 	Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, rc);
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| }
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| 
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| void BPWritten(const BPCmd& bp)
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| {
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| 	/*
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| 	----------------------------------------------------------------------------------------------------------------
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| 	Purpose: Writes to the BP registers
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| 	Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
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| 	How It Works: 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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| 	NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
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| 	NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
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| 	TODO: 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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| 	*/
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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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| 
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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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| 
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| 	// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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| 	//s_bpCritical.Enter();
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| 
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| 	// BEGIN ZTP SPEEDUP HACK CHANGES
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| 	// This hunk of code disables the usual pipeline flush for certain BP Writes
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| 	// that occur while the minimap is being drawn in Zelda: Twilight Princess.
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| 	// This significantly increases speed while in hyrule field. In depth discussion
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| 	// on how this Hack came to be can be found at: http://forums.dolphin-emu.com/thread-10638.html
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| 	// -fircrestsk8
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| 	if (g_ActiveConfig.bZTPSpeedHack)
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| 	{
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| 		if (!mapTexFound)
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| 		{
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| 			if (bp.address != BPMEM_TEV_COLOR_ENV && bp.address != BPMEM_TEV_ALPHA_ENV)
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| 				numWrites = 0;
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| 			else if (++numWrites >= 100)	// seem that if 100 consecutive BP writes are called to either of these addresses in ZTP, 
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| 			{								// then it is safe to assume the map texture address is currently loaded into the BP memory
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| 				mapTexAddress = bpmem.tex[0].texImage3[0].hex << 5;
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| 				mapTexFound = true;
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| 				WARN_LOG(VIDEO, "\nZTP map texture found at address %08x\n", mapTexAddress);
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| 			}
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| 			FlushPipeline();
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| 		}
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| 		else if ( (bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress ||
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| 					bpmem.tevorders[0].getEnable(0) == 0 ||
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| 					bp.address == BPMEM_TREF)
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| 		{
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| 			FlushPipeline();
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| 		}
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| 	}  // END ZTP SPEEDUP HACK
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| 	else FlushPipeline();
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| 
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| 	((u32*)&bpmem)[bp.address] = bp.newvalue;
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| 	
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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, cullmode=%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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| 	// ----------------
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| 	// Scissor Control
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| 	// ----------------
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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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| 					SetLogicOpMode(bp);
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| 				// Set Dithering Mode
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| 				if (bp.changes & 4)
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| 					SetDitherMode(bp);
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| 				// Set Blending Mode
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| 				if (bp.changes & 0xFE1)
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| 					SetBlendMode(bp);
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| 				// Set Color Mask
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| 				if (bp.changes & 0x18)
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| 					SetColorMask(bp);
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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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| 			PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
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| 			break;
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| 		}
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| 	// This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
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| 	// Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing.
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| 	// Tokens are similar.
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| 	case BPMEM_SETDRAWDONE:
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| 		switch (bp.newvalue & 0xFF)
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| 		{
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| 		case 0x02:
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| 			PixelEngine::SetFinish(); // 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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| 
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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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| 		PixelEngine::SetToken(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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| 		PixelEngine::SetToken(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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| 
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| 			EFBRectangle rc;
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| 			rc.left = (int)bpmem.copyTexSrcXY.x;
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| 			rc.top = (int)bpmem.copyTexSrcXY.y;
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| 			rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
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| 			rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
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| 
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| 			UPE_Copy PE_copy = bpmem.triggerEFBCopy;
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| 
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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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| 
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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);
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| 			}
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| 			else
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| 			{
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| 				// We should be able to get away with deactivating the current bbox tracking
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| 				// here. Not sure if there's a better spot to put this.
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| 				// the number of lines copied is determined by the y scale * source efb height
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| #ifdef BBOX_SUPPORT
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| 				*g_VideoInitialize.pBBoxActive = false;
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| #endif
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| 
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| 				float yScale;
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| 				if (PE_copy.scale_invert)
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| 					yScale = 256.0f / (float)bpmem.dispcopyyscale;
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| 				else
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| 					yScale = (float)bpmem.dispcopyyscale / 256.0f;
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| 
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| 				float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
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| 				if ((u32)xfbLines > MAX_XFB_HEIGHT)
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| 				{
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| 					INFO_LOG(VIDEO, "Tried to scale EFB to too many XFB lines (%f)", xfbLines);
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| 					xfbLines = MAX_XFB_HEIGHT;
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| 				}
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| 
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| 				RenderToXFB(bp, rc, yScale, xfbLines, 
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| 									 bpmem.copyTexDest << 5, 
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| 									 bpmem.copyMipMapStrideChannels << 4,
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| 									 (u32)xfbLines);
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| 			}
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| 
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| 			// Clear the rectangular region after copying it.
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| 			if (PE_copy.clear)
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| 			{
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| 				ClearScreen(bp, rc);
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| 			}
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| 
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| 			RestoreRenderState(bp);
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| 			
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| 			break;
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| 		}
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| 	case BPMEM_LOADTLUT0: // This one updates bpmem.tlutXferSrc, no need to do anything here.
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| 		break;
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| 	case BPMEM_LOADTLUT1: // Load a Texture Look Up Table
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| 		{
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| 			DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
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| 
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| 			u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
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| 			u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5;
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| 
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| 			u8 *ptr = 0;
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| 
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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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| 
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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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| 
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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_FOGRANGE+1:
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| 	case BPMEM_FOGRANGE+2:
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| 	case BPMEM_FOGRANGE+3:
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| 	case BPMEM_FOGRANGE+4:
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| 	case BPMEM_FOGRANGE+5:
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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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| 		if (!GetConfig(CONFIG_DISABLEFOG))
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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);
 | |
| 		PixelShaderManager::SetAlpha(bpmem.alphaFunc);
 | |
| 		break;
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| 	case BPMEM_BIAS: // BIAS
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| 		PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
 | |
| 		PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
 | |
| 		break;
 | |
| 	case BPMEM_ZTEX2: // Z Texture type
 | |
| 		{
 | |
| 			if (bp.changes & 3)
 | |
| 				PixelShaderManager::SetZTextureTypeChanged();
 | |
| 			#if defined(_DEBUG) || defined(DEBUGFAST) 
 | |
| 			const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
 | |
| 			const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
 | |
| 			PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
 | |
| 			#endif
 | |
| 			break;
 | |
| 		}
 | |
| 	// ----------------------------------
 | |
| 	// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
 | |
| 	// Fields: Destination, Frame2Field, Gamma, Source
 | |
| 	// TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
 | |
| 	// ----------------------------------
 | |
| 	case BPMEM_DISPLAYCOPYFILER:   // if (aa) { use sample_pattern } else { use 666666 }
 | |
| 	case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 }
 | |
| 	case BPMEM_DISPLAYCOPYFILER+2: // if (aa) { use sample_pattern } else { use 666666 }
 | |
| 	case BPMEM_DISPLAYCOPYFILER+3: // if (aa) { use sample_pattern } else { use 666666 }
 | |
| 	case BPMEM_COPYFILTER0:        // if (vf) { use vfilter } else { use 595000 }
 | |
| 	case BPMEM_COPYFILTER1:        // if (vf) { use vfilter } else { use 000015 }
 | |
| 		break;
 | |
| 	// -----------------------------------
 | |
| 	// Interlacing Control
 | |
| 	// -----------------------------------
 | |
| 	case BPMEM_FIELDMASK: // GX_SetFieldMask(u8 even_mask,u8 odd_mask)
 | |
| 	case BPMEM_FIELDMODE: // GX_SetFieldMode(u8 field_mode,u8 half_aspect_ratio)
 | |
| 		SetInterlacingMode(bp);
 | |
| 		break;
 | |
| 	// ----------------------------------------
 | |
| 	// Unimportant regs (Clock, Perf, ...)
 | |
| 	// ----------------------------------------
 | |
| 	case BPMEM_BUSCLOCK0:      // TB Bus Clock ?
 | |
| 	case BPMEM_BUSCLOCK1:      // TB Bus Clock ?
 | |
| 	case BPMEM_PERF0_TRI:      // Perf: Triangles
 | |
| 	case BPMEM_PERF0_QUAD:     // Perf: Quads
 | |
| 	case BPMEM_PERF1:          // Perf: Some Clock, Texels, TX, TC
 | |
| 		break;
 | |
| 	// ----------------
 | |
| 	// EFB Copy config
 | |
| 	// ----------------
 | |
| 	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;
 | |
| 	// --------------
 | |
| 	// Clear Config
 | |
| 	// --------------
 | |
| 	case BPMEM_CLEAR_AR: // Alpha and Red Components
 | |
| 	case BPMEM_CLEAR_GB: // Green and Blue Components
 | |
| 	case BPMEM_CLEAR_Z:  // Z Components (24-bit Zbuffer)
 | |
| 		break;
 | |
| 	// -------------------------
 | |
| 	// Bounding Box Control
 | |
| 	// -------------------------
 | |
| 	case BPMEM_CLEARBBOX1:
 | |
| 	case BPMEM_CLEARBBOX2:
 | |
| 		{
 | |
| #ifdef BBOX_SUPPORT
 | |
| 		// which is which? these are GUESSES!
 | |
| 		if (bp.address == BPMEM_CLEARBBOX1) {
 | |
| 			int right = bp.newvalue >> 10;
 | |
| 			int left = bp.newvalue & 0x3ff;
 | |
| 			
 | |
| 			// We should only set these if bbox is calculated properly.
 | |
| 			g_VideoInitialize.pBBox[0] = left;
 | |
| 			g_VideoInitialize.pBBox[1] = right;
 | |
| 			*g_VideoInitialize.pBBoxActive = true;
 | |
| 			// WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right);
 | |
| 		} else {
 | |
| 			int bottom = bp.newvalue >> 10;
 | |
| 			int top = bp.newvalue & 0x3ff;
 | |
| 
 | |
| 			// We should only set these if bbox is calculated properly.
 | |
| 			g_VideoInitialize.pBBox[2] = top;
 | |
| 			g_VideoInitialize.pBBox[3] = bottom;
 | |
| 			*g_VideoInitialize.pBBoxActive = true;
 | |
| 			// WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom);
 | |
| 		}
 | |
| #endif
 | |
| 		}
 | |
| 		break;
 | |
| 	case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
 | |
| 		DEBUG_LOG(VIDEO, "BP Texture Invalid: %08x", bp.newvalue);
 | |
| 	case BPMEM_ZCOMPARE:      // Set the Z-Compare and EFB pixel format
 | |
| 	case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
 | |
| 	case BPMEM_COPYYSCALE:    // Display Copy Y Scale
 | |
| 	case BPMEM_IREF:          /* 24 RID
 | |
| 								 21 BC3 - Ind. Tex Stage 3 NTexCoord
 | |
| 								 18 BI3 - Ind. Tex Stage 3 NTexMap
 | |
| 								 15 BC2 - Ind. Tex Stage 2 NTexCoord
 | |
| 								 12 BI2 - Ind. Tex Stage 2 NTexMap
 | |
| 								 9 BC1 - Ind. Tex Stage 1 NTexCoord
 | |
| 								 6 BI1 - Ind. Tex Stage 1 NTexMap
 | |
| 								 3 BC0 - Ind. Tex Stage 0 NTexCoord
 | |
| 								 0 BI0 - Ind. Tex Stage 0 NTexMap*/
 | |
| 	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
 | |
| 	case BPMEM_TEV_KSEL+3:// Texture Environment Swap Mode Table 3
 | |
| 	case BPMEM_TEV_KSEL+4:// Texture Environment Swap Mode Table 4
 | |
| 	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:   // This Register can be used to limit to which bits of BP registers is actually written to. the mask is
 | |
| 						  // only valid for the next BP command, and will reset itself.
 | |
| 	case BPMEM_IND_IMASK: // Index Mask ?
 | |
| 	case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called.
 | |
| 		break;
 | |
| 
 | |
| 	case BPMEM_UNKOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
 | |
| 		DEBUG_LOG(VIDEO, "Uknown BP Reg 0x57: %08x", bp.newvalue);
 | |
| 		break;
 | |
| 
 | |
| 	case BPMEM_UNKNOWN_60:
 | |
| 	case BPMEM_UNKNOWN_61:
 | |
| 	case BPMEM_UNKNOWN_62:
 | |
| 		// Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
 | |
| 		// Are these related to BBox?
 | |
| 		break;
 | |
| 
 | |
| 	case BPMEM_TEXMODESYNC: // Always set to 0 when GX_TexModeSync() is called.
 | |
| 		break;
 | |
| 
 | |
| 		// ------------------------------------------------
 | |
| 		// On Default, we try to look for other things
 | |
| 		// before we give up and say its an unknown opcode
 | |
| 		// ------------------------------------------------
 | |
| 	default:
 | |
| 		switch (bp.address & 0xFC)  // Texture sampler filter
 | |
| 		{
 | |
| 		// -------------------------
 | |
| 		// Texture Environment Order
 | |
| 		// -------------------------
 | |
| 		case BPMEM_TREF:
 | |
| 		case BPMEM_TREF+4:
 | |
| 			break;
 | |
| 		// ----------------------
 | |
| 		// Set wrap size
 | |
| 		// ----------------------
 | |
| 		case BPMEM_SU_SSIZE:
 | |
| 		case BPMEM_SU_TSIZE:
 | |
| 		case BPMEM_SU_SSIZE+2:
 | |
| 		case BPMEM_SU_TSIZE+2:
 | |
| 		case BPMEM_SU_SSIZE+4:
 | |
| 		case BPMEM_SU_TSIZE+4:
 | |
| 		case BPMEM_SU_SSIZE+6:
 | |
| 		case BPMEM_SU_TSIZE+6:
 | |
| 		case BPMEM_SU_SSIZE+8:
 | |
| 		case BPMEM_SU_TSIZE+8:
 | |
| 		case BPMEM_SU_SSIZE+10:
 | |
| 		case BPMEM_SU_TSIZE+10:
 | |
| 		case BPMEM_SU_SSIZE+12:
 | |
| 		case BPMEM_SU_TSIZE+12:
 | |
| 		case BPMEM_SU_SSIZE+14:
 | |
| 		case BPMEM_SU_TSIZE+14:
 | |
| 			PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1);
 | |
| 			break;
 | |
| 		// ------------------------
 | |
| 		// BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S
 | |
| 		// BPMEM_TX_SETMODE1 - (LOD Stuff) - Max LOD, Min LOD
 | |
| 		// ------------------------
 | |
| 		case BPMEM_TX_SETMODE0: // (0x90 for linear)
 | |
| 		case BPMEM_TX_SETMODE0_4:
 | |
| 			// Shouldn't need to call this here, we call it for each active texture right before rendering
 | |
| 			SetTextureMode(bp);
 | |
| 			break;
 | |
| 
 | |
| 		case BPMEM_TX_SETMODE1:
 | |
| 		case BPMEM_TX_SETMODE1_4:
 | |
| 			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_4:
 | |
| 		case BPMEM_TX_SETIMAGE1:
 | |
| 		case BPMEM_TX_SETIMAGE1_4:
 | |
| 		case BPMEM_TX_SETIMAGE2:
 | |
| 		case BPMEM_TX_SETIMAGE2_4:
 | |
| 		case BPMEM_TX_SETIMAGE3:
 | |
| 		case BPMEM_TX_SETIMAGE3_4:
 | |
| 			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_SETLUT_4:
 | |
| 			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)  // only run this code for the _H! is this right? what if L is set independently?
 | |
| 			{
 | |
| 				// 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+6:  // Texture Environment 4
 | |
| 			case BPMEM_TEV_ALPHA_ENV+6:
 | |
| 			case BPMEM_TEV_COLOR_ENV+8:  // Texture Environment 5
 | |
| 			case BPMEM_TEV_ALPHA_ENV+8:
 | |
| 			case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 6
 | |
| 			case BPMEM_TEV_ALPHA_ENV+10:
 | |
| 			case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 7
 | |
| 			case BPMEM_TEV_ALPHA_ENV+12:
 | |
| 			case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 8
 | |
| 			case BPMEM_TEV_ALPHA_ENV+14:
 | |
| 			case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 9
 | |
| 			case BPMEM_TEV_ALPHA_ENV+16:
 | |
| 			case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 10
 | |
| 			case BPMEM_TEV_ALPHA_ENV+18:
 | |
| 			case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 11
 | |
| 			case BPMEM_TEV_ALPHA_ENV+20:
 | |
| 			case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 12
 | |
| 			case BPMEM_TEV_ALPHA_ENV+22:
 | |
| 			case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 13
 | |
| 			case BPMEM_TEV_ALPHA_ENV+24:
 | |
| 			case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 14
 | |
| 			case BPMEM_TEV_ALPHA_ENV+26:
 | |
| 			case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 15
 | |
| 			case BPMEM_TEV_ALPHA_ENV+28:
 | |
| 			case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 16
 | |
| 			case BPMEM_TEV_ALPHA_ENV+30:
 | |
| 				break;
 | |
| 			default:
 | |
| 				WARN_LOG(VIDEO, "Unknown BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
 | |
| 				break;
 | |
| 			}
 | |
| 	}
 | |
| 
 | |
| 	// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
 | |
| 	//s_bpCritical.Leave();
 | |
| }
 | |
| }
 | |
| 
 |