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https://github.com/dolphin-emu/dolphin.git
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Forgot to add the source files...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3532 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
336
Source/Plugins/Plugin_VideoDX9/Src/SUFunctions.cpp
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336
Source/Plugins/Plugin_VideoDX9/Src/SUFunctions.cpp
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
||||
// 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
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// 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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// 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 "SUFunctions.h"
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#include "D3DBase.h"
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#include "Config.h"
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#include "Common.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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#include "Utils.h"
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bool textureChanged[8];
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const bool renderFog = false;
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using namespace D3D;
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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D3DTEXF_POINT,
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D3DTEXF_ANISOTROPIC,
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D3DTEXF_LINEAR, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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D3DTADDRESS_CLAMP,
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D3DTADDRESS_WRAP,
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D3DTADDRESS_MIRROR,
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D3DTADDRESS_WRAP //reserved
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};
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namespace SUFunctions
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{
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void FlushPipeline()
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{
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VertexManager::Flush();
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}
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void SetGenerationMode(const BPCommand &bp)
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{
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// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[sumem.genMode.cullmode]);
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Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[sumem.genMode.cullmode]);
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if (sumem.genMode.cullmode == 3)
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{
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// dev->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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else
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{
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DWORD write = 0;
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if (sumem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (sumem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
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Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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}
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void SetScissor(const BPCommand &bp)
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{
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Renderer::SetScissorRect();
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}
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void SetLineWidth(const BPCommand &bp)
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{
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// We can't change line width in D3D unless we use ID3DXLine
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float psize = float(sumem.lineptwidth.pointsize) * 6.0f;
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Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
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}
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void SetDepthMode(const BPCommand &bp)
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{
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if (sumem.zmode.testenable)
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{
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// dev->SetRenderState(D3DRS_ZENABLE, TRUE);
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// dev->SetRenderState(D3DRS_ZWRITEENABLE, sumem.zmode.updateenable);
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// dev->SetRenderState(D3DRS_ZFUNC,d3dCmpFuncs[sumem.zmode.func]);
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Renderer::SetRenderState(D3DRS_ZENABLE, TRUE);
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Renderer::SetRenderState(D3DRS_ZWRITEENABLE, sumem.zmode.updateenable);
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Renderer::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[sumem.zmode.func]);
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}
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else
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{
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// if the test is disabled write is disabled too
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// dev->SetRenderState(D3DRS_ZENABLE, FALSE);
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// dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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Renderer::SetRenderState(D3DRS_ZENABLE, FALSE);
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Renderer::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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}
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//if (!sumem.zmode.updateenable)
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// Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const BPCommand &bp)
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{
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if (bp.changes & 1)
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Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, sumem.blendmode.blendenable);
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D3DBLEND src = d3dSrcFactors[sumem.blendmode.srcfactor];
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D3DBLEND dst = d3dDestFactors[sumem.blendmode.dstfactor];
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if (bp.changes & 0x700)
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Renderer::SetRenderState(D3DRS_SRCBLEND, src);
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if (bp.changes & 0xE0) {
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if (!sumem.blendmode.subtract)
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{
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Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
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}
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else
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{
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Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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}
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}
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if (bp.changes & 0x800)
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{
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if (sumem.blendmode.subtract)
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{
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Renderer::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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}
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else
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{
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Renderer::SetRenderState(D3DRS_SRCBLEND, src);
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Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
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}
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Renderer::SetRenderState(D3DRS_BLENDOP, sumem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
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}
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}
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void SetDitherMode(const BPCommand &bp)
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{
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Renderer::SetRenderState(D3DRS_DITHERENABLE,sumem.blendmode.dither);
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}
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void SetLogicOpMode(const BPCommand &bp)
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{
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// Logic op blending. D3D can't do this but can fake some modes.
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}
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void SetColorMask(const BPCommand &bp)
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{
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DWORD write = 0;
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if (sumem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (sumem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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float GetRendererTargetScaleX()
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{
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return Renderer::GetXScale();
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}
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float GetRendererTargetScaleY()
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{
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return Renderer::GetYScale();
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}
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void CopyEFB(const BPCommand &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
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{
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RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
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TextureCache::CopyEFBToRenderTarget(sumem.copyTexDest<<5, &rec);
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}
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void RenderToXFB(const BPCommand &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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{
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Renderer::SwapBuffers();
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PRIM_LOG("Renderer::SwapBuffers()");
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g_VideoInitialize.pCopiedToXFB();
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}
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void ClearScreen(const BPCommand &bp, const TRectangle &multirc)
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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VertexShaderManager::SetViewportChanged();
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// Since clear operations use the source rectangle, we have to do
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// regular renders
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DWORD clearflags = 0;
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D3DCOLOR col = 0;
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float clearZ = 0;
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if (sumem.blendmode.colorupdate || sumem.blendmode.alphaupdate)
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{
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if (sumem.blendmode.colorupdate || sumem.blendmode.alphaupdate)
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col = (sumem.clearcolorAR << 16) | sumem.clearcolorGB;
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// clearflags |= D3DCLEAR_TARGET; set to break animal crossing :p
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}
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// clear z-buffer
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if (sumem.zmode.updateenable)
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{
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clearZ = (float)(sumem.clearZValue & 0xFFFFFF) / float(0xFFFFFF);
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if (clearZ > 1.0f) clearZ = 1.0f;
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if (clearZ < 0.0f) clearZ = 0.0f;
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clearflags |= D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
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}
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D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
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}
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void RestoreRenderState(const BPCommand &bp)
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{
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//Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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bool GetConfig(const int &type)
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{
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switch (type)
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{
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case CONFIG_ISWII:
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return g_VideoInitialize.bWii;
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case CONFIG_DISABLEFOG:
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return false;
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case CONFIG_SHOWEFBREGIONS:
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return false;
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default:
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PanicAlert("GetConfig Error: Unknown Config Type!");
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return false;
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}
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}
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u8 *GetPointer(const u32 &address)
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{
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return g_VideoInitialize.pGetMemoryPointer(address);
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}
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void SetSamplerState(const BPCommand &bp)
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{
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FourTexUnits &tex = sumem.tex[(bp.address & 0xE0) == 0xA0];
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int stage = (bp.address & 3);//(addr>>4)&2;
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TexMode0 &tm0 = tex.texMode0[stage];
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D3DTEXTUREFILTERTYPE min, mag, mip;
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if (g_Config.bForceFiltering)
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{
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min = mag = mip = D3DTEXF_LINEAR;
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}
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else
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{
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min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mip = d3dMipFilters[tm0.min_filter & 3];
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}
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if ((bp.address & 0xE0) == 0xA0)
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stage += 4;
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if (g_Config.bForceMaxAniso)
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{
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mag = D3DTEXF_ANISOTROPIC;
|
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mip = D3DTEXF_ANISOTROPIC;
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min = D3DTEXF_ANISOTROPIC;
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}
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dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
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dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
|
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dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
|
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dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 16);
|
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dev->SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
|
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dev->SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
|
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//wip
|
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//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
|
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//char temp[256];
|
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//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
|
||||
//g_VideoInitialize.pLog(temp);
|
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}
|
||||
void SetInterlacingMode(const BPCommand &bp)
|
||||
{
|
||||
// TODO
|
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}
|
||||
};
|
226
Source/Plugins/Plugin_VideoOGL/Src/SUFunctions.cpp
Normal file
226
Source/Plugins/Plugin_VideoOGL/Src/SUFunctions.cpp
Normal file
@ -0,0 +1,226 @@
|
||||
// Copyright (C) 2003-2009 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/
|
||||
|
||||
#include "SUFunctions.h"
|
||||
#include "Globals.h"
|
||||
#include "Profiler.h"
|
||||
#include "Config.h"
|
||||
#include "VertexManager.h"
|
||||
#include "Render.h"
|
||||
#include "TextureMngr.h"
|
||||
#include "TextureConverter.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "XFB.h"
|
||||
#include "main.h"
|
||||
|
||||
namespace SUFunctions
|
||||
{
|
||||
// ----------------------------------------------
|
||||
// State translation lookup tables
|
||||
// Reference: Yet Another Gamecube Documentation
|
||||
// ----------------------------------------------
|
||||
|
||||
static const GLenum glCmpFuncs[8] = {
|
||||
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
|
||||
};
|
||||
|
||||
static const GLenum glLogicOpCodes[16] = {
|
||||
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
|
||||
GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
|
||||
};
|
||||
|
||||
void FlushPipeline()
|
||||
{
|
||||
VertexManager::Flush();
|
||||
}
|
||||
void SetGenerationMode(const BPCommand &bp)
|
||||
{
|
||||
// none, ccw, cw, ccw
|
||||
if (sumem.genMode.cullmode > 0)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glFrontFace(sumem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
|
||||
}
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
|
||||
void SetScissor(const BPCommand &bp)
|
||||
{
|
||||
if (!Renderer::SetScissorRect())
|
||||
if (bp.address == SUMEM_SCISSORBR)
|
||||
ERROR_LOG(VIDEO, "bad scissor!");
|
||||
}
|
||||
void SetLineWidth(const BPCommand &bp)
|
||||
{
|
||||
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
|
||||
if (sumem.lineptwidth.linesize > 0)
|
||||
glLineWidth((float)sumem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
|
||||
if (sumem.lineptwidth.pointsize > 0)
|
||||
glPointSize((float)sumem.lineptwidth.pointsize * fratio / 6.0f);
|
||||
}
|
||||
void SetDepthMode(const BPCommand &bp)
|
||||
{
|
||||
if (sumem.zmode.testenable)
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(sumem.zmode.updateenable ? GL_TRUE : GL_FALSE);
|
||||
glDepthFunc(glCmpFuncs[sumem.zmode.func]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the test is disabled write is disabled too
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
}
|
||||
void SetBlendMode(const BPCommand &bp)
|
||||
{
|
||||
Renderer::SetBlendMode(false);
|
||||
}
|
||||
void SetDitherMode(const BPCommand &bp)
|
||||
{
|
||||
if (sumem.blendmode.dither)
|
||||
glEnable(GL_DITHER);
|
||||
else
|
||||
glDisable(GL_DITHER);
|
||||
}
|
||||
void SetLogicOpMode(const BPCommand &bp)
|
||||
{
|
||||
if (sumem.blendmode.logicopenable)
|
||||
{
|
||||
glEnable(GL_COLOR_LOGIC_OP);
|
||||
glLogicOp(glLogicOpCodes[sumem.blendmode.logicmode]);
|
||||
}
|
||||
else
|
||||
glDisable(GL_COLOR_LOGIC_OP);
|
||||
}
|
||||
void SetColorMask(const BPCommand &bp)
|
||||
{
|
||||
Renderer::SetColorMask();
|
||||
}
|
||||
float GetRendererTargetScaleX()
|
||||
{
|
||||
return Renderer::GetTargetScaleX();
|
||||
}
|
||||
float GetRendererTargetScaleY()
|
||||
{
|
||||
return Renderer::GetTargetScaleY();
|
||||
}
|
||||
void CopyEFB(const BPCommand &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf)
|
||||
{
|
||||
// sumem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
|
||||
if (!g_Config.bEFBCopyDisable)
|
||||
if (g_Config.bCopyEFBToRAM) // To RAM
|
||||
TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
|
||||
else // To OGL Texture
|
||||
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
|
||||
}
|
||||
|
||||
void RenderToXFB(const BPCommand &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)
|
||||
{
|
||||
|
||||
XFB_Write(pXFB, multirc, dstWidth, dstHeight);
|
||||
// FIXME: we draw XFB from here in DC mode.
|
||||
// Bad hack since we can have multiple EFB to XFB copy before a draw.
|
||||
// Plus we should use width and height from VI regs (see VI->Update()).
|
||||
// Dixit donkopunchstania for the info.
|
||||
//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
|
||||
if (g_VideoInitialize.bUseDualCore)
|
||||
XFB_Draw(pXFB, dstWidth, dstHeight, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
|
||||
// Seen in Spartan Warrior. Not sure how to deal with it yet.
|
||||
Renderer::Swap(multirc);
|
||||
}
|
||||
g_VideoInitialize.pCopiedToXFB();
|
||||
}
|
||||
void ClearScreen(const BPCommand &bp, const TRectangle &multirc)
|
||||
{
|
||||
// Update the view port for clearing the picture
|
||||
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
|
||||
|
||||
// Always set the scissor in case it was set by the game and has not been reset
|
||||
glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
|
||||
(multirc.right - multirc.left), (multirc.bottom - multirc.top));
|
||||
// ---------------------------
|
||||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
// Since clear operations use the source rectangle, we have to do
|
||||
// regular renders (glClear clears the entire buffer)
|
||||
if (sumem.blendmode.colorupdate || sumem.blendmode.alphaupdate || sumem.zmode.updateenable)
|
||||
{
|
||||
GLbitfield bits = 0;
|
||||
if (sumem.blendmode.colorupdate || sumem.blendmode.alphaupdate)
|
||||
{
|
||||
u32 clearColor = (sumem.clearcolorAR << 16) | sumem.clearcolorGB;
|
||||
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
|
||||
((clearColor>>8 ) & 0xff)*(1/255.0f),
|
||||
((clearColor>>0 ) & 0xff)*(1/255.0f),
|
||||
((clearColor>>24) & 0xff)*(1/255.0f));
|
||||
bits |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if (sumem.zmode.updateenable)
|
||||
{
|
||||
glClearDepth((float)(sumem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
|
||||
bits |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glClear(bits);
|
||||
}
|
||||
}
|
||||
|
||||
void RestoreRenderState(const BPCommand &bp)
|
||||
{
|
||||
Renderer::RestoreGLState();
|
||||
}
|
||||
|
||||
bool GetConfig(const int &type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case CONFIG_ISWII:
|
||||
return g_VideoInitialize.bWii;
|
||||
case CONFIG_DISABLEFOG:
|
||||
return g_Config.bDisableFog;
|
||||
case CONFIG_SHOWEFBREGIONS:
|
||||
return g_Config.bShowEFBCopyRegions;
|
||||
default:
|
||||
PanicAlert("GetConfig Error: Unknown Config Type!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
u8 *GetPointer(const u32 &address)
|
||||
{
|
||||
return g_VideoInitialize.pGetMemoryPointer(address);
|
||||
}
|
||||
void SetSamplerState(const BPCommand &bp)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
void SetInterlacingMode(const BPCommand &bp)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
};
|
Reference in New Issue
Block a user