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

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2897 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox
2009-04-06 15:24:40 +00:00
parent c126c5a9f9
commit 67834f960e
8 changed files with 227 additions and 1358 deletions

View File

@ -15,6 +15,8 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <cmath>
#include "Profiler.h"
#include "Statistics.h"
#include "VideoCommon.h"
@ -46,27 +48,28 @@ void BPInit()
// ----------------------------------------------------------------------------------------------------------
void BPWritten(const BreakPoint& bp)
{
// If nothing changed, return
//if ((bp.changes == 0 ? false : true))
// return;
// Flush the pipeline then update the BreakPoint Memory
// --------------------------------------------------------------------------------------------------------
// First the pipeline is flushed then update the bpmem with the new value.
// Some of the BP cases have to call certain functions while others just update the bpmem.
// some bp cases check the changes variable, because they might not have to be updated all the time
// NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
// had to be ditched and the games seem to work fine with out it.
// --------------------------------------------------------------------------------------------------------
FlushPipeline();
((u32*)&bpmem)[bp.address] = bp.newvalue;
switch (bp.address)
{
// -----------------------------------------------------
// BPs that calls other code besides updating the memory
// -----------------------------------------------------
case BPMEM_GENMODE:
case BPMEM_GENMODE: // Set the Generation Mode
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
SetGenerationMode();
SetGenerationMode(bp);
break;
case BPMEM_IND_MTXA:
case BPMEM_IND_MTXA: // Index Matrix Changed
case BPMEM_IND_MTXB:
case BPMEM_IND_MTXC:
case BPMEM_IND_MTXA+3:
@ -83,17 +86,18 @@ void BPWritten(const BreakPoint& bp)
break;
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(bp);
break;
case BPMEM_LINEPTWIDTH:
SetLineWidth();
case BPMEM_LINEPTWIDTH: // Line Width
SetLineWidth(bp);
break;
case BPMEM_ZMODE:
case BPMEM_ZMODE: // Depth Control
PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
SetDepthMode();
SetDepthMode(bp);
break;
case BPMEM_BLENDMODE:
case BPMEM_BLENDMODE: // Blending Control
if (bp.changes & 0xFFFF)
{
PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d",
@ -103,37 +107,37 @@ void BPWritten(const BreakPoint& bp)
if (bp.changes & 2)
{
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
SetLogicOpMode();
SetLogicOpMode(bp);
}
// Set Dithering Mode
if (bp.changes & 4)
{
SETSTAT(stats.dither, bpmem.blendmode.dither);
SetDitherMode();
SetDitherMode(bp);
}
// Set Blending Mode
if (bp.changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
SetBlendMode();
SetBlendMode(bp);
}
// Set Color Mask
if (bp.changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
SetColorMask();
SetColorMask(bp);
}
}
break;
case BPMEM_CONSTANTALPHA:
case BPMEM_CONSTANTALPHA: // Set Destination Alpha
PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
break;
case BPMEM_SETDRAWDONE:
case BPMEM_SETDRAWDONE: // This is called when the game is done drawing (eg: like in DX: Begin(); Draw(); End();)
switch (bp.newvalue & 0xFF)
{
case 0x02:
@ -146,18 +150,18 @@ void BPWritten(const BreakPoint& bp)
break;
}
break;
case BPMEM_PE_TOKEN_ID:
case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE);
DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF));
break;
// ------------------------
// EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV.
// It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards.
case BPMEM_TRIGGER_EFB_COPY:
case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen.
{
DVSTARTSUBPROFILE("LoadBPReg:swap");
// The bottom right is within the rectangle
@ -171,6 +175,7 @@ void BPWritten(const BreakPoint& bp)
float MValueX = GetRendererTargetScaleX();
float MValueY = GetRendererTargetScaleY();
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
@ -188,38 +193,35 @@ void BPWritten(const BreakPoint& bp)
{
if (GetConfig(CONFIG_SHOWEFBREGIONS))
stats.efb_regions.push_back(rc);
u32 address = bpmem.copyTexDest << 5;
bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24);
bool isIntensity = (PE_copy.intensity_fmt > 0);
u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8));
bool scaleByHalf = (PE_copy.half_scale > 0);
CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf);
CopyEFB(bp, rc, bpmem.copyTexDest << 5,
bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
PE_copy.intensity_fmt > 0,
((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)),
PE_copy.half_scale > 0);
}
else
{
// the number of lines copied is determined by the y scale * source efb height
float yScale = bpmem.dispcopyyscale / 256.0f;
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
u32 dstHeight = (u32)xfbLines;
RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight);
const float yScale = bpmem.dispcopyyscale / 256.0f;
const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
RenderToXFB(bp, multirc, yScale, xfbLines,
Memory_GetPtr(bpmem.copyTexDest << 5),
bpmem.copyMipMapStrideChannels << 4,
(u32)ceil(xfbLines));
}
// ----------------------------------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// ----------------------------------------------------------------------------------
if (PE_copy.clear)
ClearScreen(multirc);
ClearScreen(bp, multirc);
RestoreRenderState();
RestoreRenderState(bp);
break;
}
case BPMEM_SCISSOROFFSET:
SetScissorRectangle();
break;
case BPMEM_LOADTLUT0:
case BPMEM_LOADTLUT0: // Load the Texture Look Up Table
case BPMEM_LOADTLUT1:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
@ -244,7 +246,7 @@ void BPWritten(const BreakPoint& bp)
// Not sure if it's a good idea, though. For now, we hash texture palettes
}
break;
case BPMEM_FOGRANGE:
case BPMEM_FOGRANGE: // Fog Settings Control
case BPMEM_FOGPARAM0:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGBEXPONENT:
@ -252,7 +254,7 @@ void BPWritten(const BreakPoint& bp)
if(!GetConfig(CONFIG_DISABLEFOG))
PixelShaderManager::SetFogParamChanged();
break;
case BPMEM_FOGCOLOR:
case BPMEM_FOGCOLOR: // Fog Color
PixelShaderManager::SetFogColorChanged();
break;
case BPMEM_ALPHACOMPARE:
@ -264,7 +266,7 @@ void BPWritten(const BreakPoint& bp)
PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
break;
case BPMEM_ZTEX2:
case BPMEM_ZTEX2: // Z Texture type
{
if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
@ -276,36 +278,40 @@ void BPWritten(const BreakPoint& bp)
break;
}
// --------------------------------------
// BPs that only flush and update memory
// --------------------------------------
case BPMEM_DISPLAYCOPYFILER:
case BPMEM_DISPLAYCOPYFILER: // Display Filtering Control
case BPMEM_DISPLAYCOPYFILER+1:
case BPMEM_DISPLAYCOPYFILER+2:
case BPMEM_DISPLAYCOPYFILER+3:
case BPMEM_IND_IMASK:
case BPMEM_SU_COUNTER:
case BPMEM_RAS_COUNTER:
case BPMEM_IREF:
case BPMEM_PE_CONTROL:
case BPMEM_FIELDMASK:
case BPMEM_CLOCK0:
case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
case BPMEM_EFB_ADDR: // EFB Target Address
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
case BPMEM_COPYFILTER0:
case BPMEM_COPYFILTER1:
break;
case BPMEM_SU_COUNTER: // Counters
case BPMEM_RAS_COUNTER:
break;
case BPMEM_FIELDMASK: // Field Control
case BPMEM_FIELDMODE:
break;
case BPMEM_CLOCK0: // Debugging info
case BPMEM_CLOCK1:
case BPMEM_SETGPMETRIC:
break;
case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
case BPMEM_EFB_ADDR: // EFB Target Address
break;
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
break;
case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes..
case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes
case BPMEM_TEXINVALIDATE:
case BPMEM_SETGPMETRIC: // Debugging info
case BPMEM_FIELDMODE:
case BPMEM_CLOCK1:
break;
case BPMEM_IREF:
case BPMEM_PE_CONTROL: // Pixel Engine Control (GXSetZCompLoc, GXPixModeSync)
case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale
break;
case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0
case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1
case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2
@ -314,7 +320,9 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5
case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6
case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7
case BPMEM_BP_MASK:
break;
case BPMEM_BP_MASK: // Masks
case BPMEM_IND_IMASK:
break;
// ------------------------------------------------
@ -332,6 +340,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TREF+5:
case BPMEM_TREF+6:
case BPMEM_TREF+7:
break;
case BPMEM_SU_SSIZE: // Texture Wrap Size U?
case BPMEM_SU_TSIZE: // Texture Wrap Size V?
case BPMEM_SU_SSIZE+2:
@ -348,6 +357,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_SU_TSIZE+12:
case BPMEM_SU_SSIZE+14:
case BPMEM_SU_TSIZE+14:
break;
case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0
case BPMEM_TX_SETMODE0+1:
case BPMEM_TX_SETMODE0+2:
@ -356,6 +366,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETMODE1+1:
case BPMEM_TX_SETMODE1+2:
case BPMEM_TX_SETMODE1+3:
SetSamplerState(bp);
break;
case BPMEM_TX_SETIMAGE0: // Texture Size ?
case BPMEM_TX_SETIMAGE0+1:
case BPMEM_TX_SETIMAGE0+2:
@ -372,18 +384,21 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3+1:
case BPMEM_TX_SETIMAGE3+2:
case BPMEM_TX_SETIMAGE3+3:
break;
case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
case BPMEM_TX_LOADTLUT_0+1:
case BPMEM_TX_LOADTLUT_0+2:
case BPMEM_TX_LOADTLUT_0+3:
case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
break;
case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
case BPMEM_TX_SETMODE0_4+1:
case BPMEM_TX_SETMODE0_4+2:
case BPMEM_TX_SETMODE0_4+3:
case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4+1:
case BPMEM_TX_SETMODE1_4+2:
case BPMEM_TX_SETMODE1_4+3:
break;
case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8
case BPMEM_TX_SETIMAGE0_4+1:
case BPMEM_TX_SETIMAGE0_4+2:
@ -400,7 +415,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3_4+1:
case BPMEM_TX_SETIMAGE3_4+2:
case BPMEM_TX_SETIMAGE3_4+3:
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
break;
case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
case BPMEM_TX_SETLUT_4+1:
case BPMEM_TX_SETLUT_4+2:
case BPMEM_TX_SETLUT_4+3:
@ -444,6 +460,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_IND_CMD+13:
case BPMEM_IND_CMD+14:
case BPMEM_IND_CMD+15:
break;
case BPMEM_TEV_COLOR_ENV: // Texture Environment 1
case BPMEM_TEV_ALPHA_ENV:
case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2