Reformat all the things. Have fun with merge conflicts.

This commit is contained in:
Pierre Bourdon
2016-06-24 10:43:46 +02:00
parent 2115e8a4a6
commit 3570c7f03a
1116 changed files with 187405 additions and 180344 deletions

View File

@ -21,219 +21,224 @@ namespace BPFunctions
// Reference: Yet Another GameCube Documentation
// ----------------------------------------------
void FlushPipeline()
{
VertexManagerBase::Flush();
VertexManagerBase::Flush();
}
void SetGenerationMode()
{
g_renderer->SetGenerationMode();
g_renderer->SetGenerationMode();
}
void SetScissor()
{
/* NOTE: the minimum value here for the scissor rect and offset is -342.
* GX internally adds on an offset of 342 to both the offset and scissor
* coords to ensure that the register was always unsigned.
*
* The code that was here before tried to "undo" this offset, but
* since we always take the difference, the +342 added to both
* sides cancels out. */
/* NOTE: the minimum value here for the scissor rect and offset is -342.
* GX internally adds on an offset of 342 to both the offset and scissor
* coords to ensure that the register was always unsigned.
*
* The code that was here before tried to "undo" this offset, but
* since we always take the difference, the +342 added to both
* sides cancels out. */
/* The scissor offset is always even, so to save space, the scissor offset
* register is scaled down by 2. So, if somebody calls
* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
const int xoff = bpmem.scissorOffset.x * 2;
const int yoff = bpmem.scissorOffset.y * 2;
/* The scissor offset is always even, so to save space, the scissor offset
* register is scaled down by 2. So, if somebody calls
* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
const int xoff = bpmem.scissorOffset.x * 2;
const int yoff = bpmem.scissorOffset.y * 2;
EFBRectangle rc (bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
EFBRectangle rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1,
bpmem.scissorBR.y - yoff + 1);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left < 0)
rc.left = 0;
if (rc.top < 0)
rc.top = 0;
if (rc.right > EFB_WIDTH)
rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT)
rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
if (rc.left > rc.right)
rc.right = rc.left;
if (rc.top > rc.bottom)
rc.bottom = rc.top;
g_renderer->SetScissorRect(rc);
g_renderer->SetScissorRect(rc);
}
void SetDepthMode()
{
g_renderer->SetDepthMode();
g_renderer->SetDepthMode();
}
void SetBlendMode()
{
g_renderer->SetBlendMode(false);
g_renderer->SetBlendMode(false);
}
void SetDitherMode()
{
g_renderer->SetDitherMode();
g_renderer->SetDitherMode();
}
void SetLogicOpMode()
{
g_renderer->SetLogicOpMode();
g_renderer->SetLogicOpMode();
}
void SetColorMask()
{
g_renderer->SetColorMask();
g_renderer->SetColorMask();
}
/* Explanation of the magic behind ClearScreen:
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated backends we're always using RGBA8
for the EFB format, which causes some problems:
- We're using an alpha channel although the game doesn't
- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the native HW
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated backends we're always using RGBA8
for the EFB format, which causes some problems:
- We're using an alpha channel although the game doesn't
- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
native HW
To properly emulate the above points, we're doing the following:
(1)
- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel
- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
- Same for color channels, these need to be cleared to 0x00 though.
(2)
- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
- convert the Z24 depth value to Z16 and back to Z24
To properly emulate the above points, we're doing the following:
(1)
- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
alpha channel
- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
- Same for color channels, these need to be cleared to 0x00 though.
(2)
- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
- convert the Z24 depth value to Z16 and back to Z24
*/
void ClearScreen(const EFBRectangle &rc)
void ClearScreen(const EFBRectangle& rc)
{
bool colorEnable = (bpmem.blendmode.colorupdate != 0);
bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
bool zEnable = (bpmem.zmode.updateenable != 0);
auto pixel_format = bpmem.zcontrol.pixel_format;
bool colorEnable = (bpmem.blendmode.colorupdate != 0);
bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
bool zEnable = (bpmem.zmode.updateenable != 0);
auto pixel_format = bpmem.zcontrol.pixel_format;
// (1): Disable unused color channels
if (pixel_format == PEControl::RGB8_Z24 ||
pixel_format == PEControl::RGB565_Z16 ||
pixel_format == PEControl::Z24)
{
alphaEnable = false;
}
// (1): Disable unused color channels
if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 ||
pixel_format == PEControl::Z24)
{
alphaEnable = false;
}
if (colorEnable || alphaEnable || zEnable)
{
u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 z = bpmem.clearZValue;
if (colorEnable || alphaEnable || zEnable)
{
u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 z = bpmem.clearZValue;
// (2) drop additional accuracy
if (pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
z = Z24ToZ16ToZ24(z);
}
g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
// (2) drop additional accuracy
if (pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
z = Z24ToZ16ToZ24(z);
}
g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
}
void OnPixelFormatChange()
{
int convtype = -1;
int convtype = -1;
// TODO : Check for Z compression format change
// When using 16bit Z, the game may enable a special compression format which we need to handle
// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
// TODO : Check for Z compression format change
// When using 16bit Z, the game may enable a special compression format which we need to handle
// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays the same.
* Since we are always using an RGBA8 buffer though, this causes issues in some games.
* Thus, we reinterpret the old EFB data with the new format here.
*/
if (!g_ActiveConfig.bEFBEmulateFormatChanges)
return;
/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays
* the same.
* Since we are always using an RGBA8 buffer though, this causes issues in some games.
* Thus, we reinterpret the old EFB data with the new format here.
*/
if (!g_ActiveConfig.bEFBEmulateFormatChanges)
return;
auto old_format = Renderer::GetPrevPixelFormat();
auto new_format = bpmem.zcontrol.pixel_format;
auto old_format = Renderer::GetPrevPixelFormat();
auto new_format = bpmem.zcontrol.pixel_format;
// no need to reinterpret pixel data in these cases
if (new_format == old_format || old_format == PEControl::INVALID_FMT)
goto skip;
// no need to reinterpret pixel data in these cases
if (new_format == old_format || old_format == PEControl::INVALID_FMT)
goto skip;
// Check for pixel format changes
switch (old_format)
{
case PEControl::RGB8_Z24:
case PEControl::Z24:
// Z24 and RGB8_Z24 are treated equal, so just return in this case
if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
goto skip;
// Check for pixel format changes
switch (old_format)
{
case PEControl::RGB8_Z24:
case PEControl::Z24:
// Z24 and RGB8_Z24 are treated equal, so just return in this case
if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
goto skip;
if (new_format == PEControl::RGBA6_Z24)
convtype = 0;
else if (new_format == PEControl::RGB565_Z16)
convtype = 1;
break;
if (new_format == PEControl::RGBA6_Z24)
convtype = 0;
else if (new_format == PEControl::RGB565_Z16)
convtype = 1;
break;
case PEControl::RGBA6_Z24:
if (new_format == PEControl::RGB8_Z24 ||
new_format == PEControl::Z24)
convtype = 2;
else if (new_format == PEControl::RGB565_Z16)
convtype = 3;
break;
case PEControl::RGBA6_Z24:
if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
convtype = 2;
else if (new_format == PEControl::RGB565_Z16)
convtype = 3;
break;
case PEControl::RGB565_Z16:
if (new_format == PEControl::RGB8_Z24 ||
new_format == PEControl::Z24)
convtype = 4;
else if (new_format == PEControl::RGBA6_Z24)
convtype = 5;
break;
case PEControl::RGB565_Z16:
if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
convtype = 4;
else if (new_format == PEControl::RGBA6_Z24)
convtype = 5;
break;
default:
break;
}
default:
break;
}
if (convtype == -1)
{
ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", static_cast<int>(old_format), static_cast<int>(new_format));
goto skip;
}
if (convtype == -1)
{
ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", static_cast<int>(old_format),
static_cast<int>(new_format));
goto skip;
}
g_renderer->ReinterpretPixelData(convtype);
g_renderer->ReinterpretPixelData(convtype);
skip:
DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format), static_cast<int>(bpmem.zcontrol.zformat));
DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format),
static_cast<int>(bpmem.zcontrol.zformat));
Renderer::StorePixelFormat(new_format);
Renderer::StorePixelFormat(new_format);
}
void SetInterlacingMode(const BPCmd &bp)
void SetInterlacingMode(const BPCmd& bp)
{
// TODO
switch (bp.address)
{
case BPMEM_FIELDMODE:
{
// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
// just before this cmd
const char *action[] = { "don't adjust", "adjust" };
DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s",
action[bpmem.fieldmode.texLOD],
action[bpmem.lineptwidth.lineaspect]);
}
break;
case BPMEM_FIELDMASK:
{
// Determines if fields will be written to EFB (always computed)
const char *action[] = { "skip", "write" };
DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s",
action[bpmem.fieldmask.even], action[bpmem.fieldmask.odd]);
}
break;
default:
ERROR_LOG(VIDEO, "SetInterlacingMode default");
break;
}
// TODO
switch (bp.address)
{
case BPMEM_FIELDMODE:
{
// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
// just before this cmd
const char* action[] = {"don't adjust", "adjust"};
DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD],
action[bpmem.lineptwidth.lineaspect]);
}
break;
case BPMEM_FIELDMASK:
{
// Determines if fields will be written to EFB (always computed)
const char* action[] = {"skip", "write"};
DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even],
action[bpmem.fieldmask.odd]);
}
break;
default:
ERROR_LOG(VIDEO, "SetInterlacingMode default");
break;
}
}
};