They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3531 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox
2009-06-22 07:40:28 +00:00
parent cfe3f77ccf
commit 6de0cd1e4b
36 changed files with 257 additions and 2479 deletions

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@ -1180,7 +1180,7 @@
Name="Decoder"
>
<File
RelativePath=".\Src\BPFunctions.cpp"
RelativePath=".\Src\SUFunctions.cpp"
>
</File>
</Filter>

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@ -1,336 +0,0 @@
// 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 "BPFunctions.h"
#include "D3DBase.h"
#include "Config.h"
#include "Common.h"
#include "TextureCache.h"
#include "VertexManager.h"
#include "VertexShaderManager.h"
#include "Utils.h"
bool textureChanged[8];
const bool renderFog = false;
using namespace D3D;
// State translation lookup tables
static const D3DBLEND d3dSrcFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DBLEND d3dDestFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DCULL d3dCullModes[4] =
{
D3DCULL_NONE,
D3DCULL_CCW,
D3DCULL_CW,
D3DCULL_CCW
};
static const D3DCMPFUNC d3dCmpFuncs[8] =
{
D3DCMP_NEVER,
D3DCMP_LESS,
D3DCMP_EQUAL,
D3DCMP_LESSEQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_ALWAYS
};
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_ANISOTROPIC,
D3DTEXF_LINEAR, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
namespace BPFunctions
{
void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode(const Bypass &bp)
{
// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
if (bpmem.genMode.cullmode == 3)
{
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
}
else
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
}
void SetScissor(const Bypass &bp)
{
Renderer::SetScissorRect();
}
void SetLineWidth(const Bypass &bp)
{
// We can't change line width in D3D unless we use ID3DXLine
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
void SetDepthMode(const Bypass &bp)
{
if (bpmem.zmode.testenable)
{
// dev->SetRenderState(D3DRS_ZENABLE, TRUE);
// dev->SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
// dev->SetRenderState(D3DRS_ZFUNC,d3dCmpFuncs[bpmem.zmode.func]);
Renderer::SetRenderState(D3DRS_ZENABLE, TRUE);
Renderer::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
Renderer::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
// dev->SetRenderState(D3DRS_ZENABLE, FALSE);
// dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
Renderer::SetRenderState(D3DRS_ZENABLE, FALSE);
Renderer::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
}
//if (!bpmem.zmode.updateenable)
// Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode(const Bypass &bp)
{
if (bp.changes & 1)
Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
D3DBLEND src = d3dSrcFactors[bpmem.blendmode.srcfactor];
D3DBLEND dst = d3dDestFactors[bpmem.blendmode.dstfactor];
if (bp.changes & 0x700)
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
if (bp.changes & 0xE0) {
if (!bpmem.blendmode.subtract)
{
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
else
{
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
}
if (bp.changes & 0x800)
{
if (bpmem.blendmode.subtract)
{
Renderer::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
else
{
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
}
}
void SetDitherMode(const Bypass &bp)
{
Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
void SetLogicOpMode(const Bypass &bp)
{
// Logic op blending. D3D can't do this but can fake some modes.
}
void SetColorMask(const Bypass &bp)
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
float GetRendererTargetScaleX()
{
return Renderer::GetXScale();
}
float GetRendererTargetScaleY()
{
return Renderer::GetYScale();
}
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
{
// it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it
VertexShaderManager::SetViewportChanged();
// Since clear operations use the source rectangle, we have to do
// regular renders
DWORD clearflags = 0;
D3DCOLOR col = 0;
float clearZ = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// clearflags |= D3DCLEAR_TARGET; set to break animal crossing :p
}
// clear z-buffer
if (bpmem.zmode.updateenable)
{
clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF);
if (clearZ > 1.0f) clearZ = 1.0f;
if (clearZ < 0.0f) clearZ = 0.0f;
clearflags |= D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
}
D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
}
void RestoreRenderState(const Bypass &bp)
{
//Renderer::SetRenderMode(Renderer::RM_Normal);
}
bool GetConfig(const int &type)
{
switch (type)
{
case CONFIG_ISWII:
return g_VideoInitialize.bWii;
case CONFIG_DISABLEFOG:
return false;
case CONFIG_SHOWEFBREGIONS:
return false;
default:
PanicAlert("GetConfig Error: Unknown Config Type!");
return false;
}
}
u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetSamplerState(const Bypass &bp)
{
FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
int stage = (bp.address & 3);//(addr>>4)&2;
TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_Config.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter & 3];
}
if ((bp.address & 0xE0) == 0xA0)
stage += 4;
if (g_Config.bForceMaxAniso)
{
mag = D3DTEXF_ANISOTROPIC;
mip = D3DTEXF_ANISOTROPIC;
min = D3DTEXF_ANISOTROPIC;
}
dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 16);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
}
void SetInterlacingMode(const Bypass &bp)
{
// TODO
}
};

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@ -25,7 +25,7 @@
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "SUMemory.h"
#include "XFMemory.h"
#include <Cg/cg.h>

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@ -26,7 +26,7 @@
#include "VertexManager.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
@ -386,7 +386,7 @@ void Renderer::SwapBuffers()
D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0);
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 clearColor = (sumem.clearcolorAR << 16) | sumem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
@ -441,13 +441,13 @@ void Renderer::SetViewport(float* _Viewport)
void Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
int xoff = sumem.scissorOffset.x * 2 - 342;
int yoff = sumem.scissorOffset.y * 2 - 342;
RECT rc;
rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
rc.left = (int)((float)sumem.scissorTL.x - xoff - 342);
rc.top = (int)((float)sumem.scissorTL.y - yoff - 342);
rc.right = (int)((float)sumem.scissorBR.x - xoff - 341);
rc.bottom = (int)((float)sumem.scissorBR.y - yoff - 341);
rc.left = (int)(rc.left * xScale);
rc.top = (int)(rc.top * yScale);
@ -588,8 +588,8 @@ void UpdateViewport()
// Keep aspect ratio at 4:3
// rawViewport[0] = 320, rawViewport[1] = -240
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
int scissorXOff = sumem.scissorOffset.x * 2 - 342;
int scissorYOff = sumem.scissorOffset.y * 2 - 342;
float fourThree = 4.0f / 3.0f;
// These were commented out to fix "unreferenced local variable" compiler warnings.
// float wAdj, hAdj;

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@ -213,7 +213,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
entry.w = width;
entry.h = height;
entry.fmt = format;
entry.mode = bpmem.tex[stage > 3].texMode0[stage & 3];
entry.mode = sumem.tex[stage > 3].texMode0[stage & 3];
if (g_Config.bDumpTextures)
{ // dump texture to file

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@ -22,7 +22,7 @@
#include <map>
#include "D3DBase.h"
#include "BPMemory.h"
#include "SUMemory.h"
class TextureCache
{

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@ -33,7 +33,7 @@
#include "NativeVertexWriter.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "XFStructs.h"
using namespace D3D;
@ -185,15 +185,15 @@ void Flush()
g_nativeVertexFmt->SetupVertexPointers();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
if (bpmem.tevorders[i/2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
for (u32 i = 0; i < (u32)sumem.genMode.numtevstages + 1; ++i) {
if (sumem.tevorders[i/2].getEnable(i & 1))
usedtextures |= 1 << sumem.tevorders[i/2].getTexMap(i & 1);
}
if (bpmem.genMode.numindstages > 0) {
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
if (sumem.genMode.numindstages > 0) {
for (u32 i = 0; i < (u32)sumem.genMode.numtevstages + 1; ++i) {
if (sumem.tevind[i].IsActive() && sumem.tevind[i].bt < sumem.genMode.numindstages) {
usedtextures |= 1 << sumem.tevindref.getTexMap(sumem.tevind[i].bt);
}
}
}
@ -202,7 +202,7 @@ void Flush()
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i)) {
FourTexUnits &tex = bpmem.tex[i >> 2];
FourTexUnits &tex = sumem.tex[i >> 2];
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,

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@ -25,7 +25,7 @@
#include "Config.h"
#include "VertexShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "SUMemory.h"
#include "XFMemory.h"
#include <Cg/cg.h>

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@ -28,7 +28,7 @@
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "VertexManager.h"
#include "VertexLoaderManager.h"
#include "VertexShaderManager.h"
@ -223,7 +223,7 @@ void Video_Prepare(void)
TextureCache::Init();
BPInit();
SUInit();
VertexManager::Init();
Fifo_Init();
VertexLoaderManager::Init();

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@ -717,11 +717,11 @@
Name="Decoder"
>
<File
RelativePath=".\Src\BPFunctions.cpp"
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
RelativePath=".\Src\SUFunctions.cpp"
>
</File>
<File

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@ -1,226 +0,0 @@
// 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 "BPFunctions.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 BPFunctions
{
// ----------------------------------------------
// 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 Bypass &bp)
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
glDisable(GL_CULL_FACE);
}
void SetScissor(const Bypass &bp)
{
if (!Renderer::SetScissorRect())
if (bp.address == BPMEM_SCISSORBR)
ERROR_LOG(VIDEO, "bad scissor!");
}
void SetLineWidth(const Bypass &bp)
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void SetDepthMode(const Bypass &bp)
{
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
}
void SetBlendMode(const Bypass &bp)
{
Renderer::SetBlendMode(false);
}
void SetDitherMode(const Bypass &bp)
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void SetLogicOpMode(const Bypass &bp)
{
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
}
void SetColorMask(const Bypass &bp)
{
Renderer::SetColorMask();
}
float GetRendererTargetScaleX()
{
return Renderer::GetTargetScaleX();
}
float GetRendererTargetScaleY()
{
return Renderer::GetTargetScaleY();
}
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (!g_Config.bEFBCopyDisable)
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 Bypass &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 Bypass &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 (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
{
GLbitfield bits = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.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 (bpmem.zmode.updateenable)
{
glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
bits |= GL_DEPTH_BUFFER_BIT;
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(bits);
}
}
void RestoreRenderState(const Bypass &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 Bypass &bp)
{
// TODO
}
void SetInterlacingMode(const Bypass &bp)
{
// TODO
}
};

View File

@ -21,7 +21,7 @@
#include <map>
#include <string>
#include "BPMemory.h"
#include "SUMemory.h"
#include "PixelShaderGen.h"
struct FRAGMENTSHADER

View File

@ -38,7 +38,7 @@
#include "ImageWrite.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "TextureMngr.h"
#include "rasterfont.h"
#include "VertexShaderGen.h"
@ -606,9 +606,9 @@ void Renderer::ResetGLState()
void Renderer::RestoreGLState()
{
// Gets us back into a more game-like state.
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
if (sumem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (sumem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (sumem.zmode.updateenable) glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
SetScissorRect();
@ -621,11 +621,11 @@ void Renderer::RestoreGLState()
void Renderer::SetColorMask()
{
if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate)
if (sumem.blendmode.alphaupdate && sumem.blendmode.colorupdate)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
else if (bpmem.blendmode.alphaupdate)
else if (sumem.blendmode.alphaupdate)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
else if (bpmem.blendmode.colorupdate)
else if (sumem.blendmode.colorupdate)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
else
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@ -639,14 +639,14 @@ void Renderer::SetBlendMode(bool forceUpdate)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
u32 newval = bpmem.blendmode.subtract << 2;
u32 newval = sumem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract) {
if (sumem.blendmode.subtract) {
newval |= 0x0049; // enable blending src 1 dst 1
} else if (bpmem.blendmode.blendenable) {
} else if (sumem.blendmode.blendenable) {
newval |= 1; // enable blending
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
newval |= sumem.blendmode.srcfactor << 3;
newval |= sumem.blendmode.dstfactor << 6;
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
@ -735,30 +735,30 @@ GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// sumem.scissorTL.x, y = 342x342
// sumem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
bool Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
int xoff = sumem.scissorOffset.x * 2 - 342;
int yoff = sumem.scissorOffset.y * 2 - 342;
float MValueX = GetTargetScaleX();
float MValueY = GetTargetScaleY();
float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
float rc_left = (float)sumem.scissorTL.x - xoff - 342; // left = 0
rc_left *= MValueX;
if (rc_left < 0) rc_left = 0;
float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0
float rc_top = (float)sumem.scissorTL.y - yoff - 342; // right = 0
rc_top *= MValueY;
if (rc_top < 0) rc_top = 0;
float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
float rc_right = (float)sumem.scissorBR.x - xoff - 341; // right = 640
rc_right *= MValueX;
if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX;
float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
float rc_bottom = (float)sumem.scissorBR.y - yoff - 341; // bottom = 480
rc_bottom *= MValueY;
if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
@ -1384,7 +1384,7 @@ void Renderer::SetScreenshot(const char *filename)
bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
{
// The height seemed to often be one less than the setting (but sometimes not),
// perhaps the source is the (bpmem.copyTexSrcWH.y + 1) in BPStructs.cpp that I'm guessing
// perhaps the source is the (sumem.copyTexSrcWH.y + 1) in SUStructs.cpp that I'm guessing
// is there because of how some GL function works. But the buffer we are reading from here
// seems to have the necessary pixels for a complete height so we use the complete height
// from the settings.
@ -1495,8 +1495,8 @@ void UpdateViewport()
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
// --------
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
int scissorXOff = sumem.scissorOffset.x * 2 - 342;
int scissorYOff = sumem.scissorOffset.y * 2 - 342;
// -------------------------------------
float MValueX = Renderer::GetTargetScaleX();

View File

@ -10,7 +10,7 @@ import platform
name = "Plugin_VideoOGL"
files = [
'BPFunctions.cpp',
'SUFunctions.cpp',
'Config.cpp',
'rasterfont.cpp',
'Render.cpp',

View File

@ -20,7 +20,7 @@
#include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "PixelShaderGen.h"
#include "BPMemory.h"
#include "SUMemory.h"
#include <stdio.h>
#include <math.h>

View File

@ -42,7 +42,7 @@
#include "Render.h"
#include "MemoryUtil.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "TextureDecoder.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
@ -256,7 +256,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
if (address == 0)
return NULL;
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
TexMode0 &tm0 = sumem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1;

View File

@ -22,7 +22,7 @@
#include "VideoCommon.h"
#include "GLUtil.h"
#include "BPStructs.h"
#include "SUStructs.h"
class TextureMngr
{

View File

@ -26,7 +26,7 @@
#include "Profiler.h"
#include "Render.h"
#include "ImageWrite.h"
#include "BPMemory.h"
#include "SUMemory.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
@ -155,8 +155,8 @@ void Flush()
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_Config.iSaveTargetId, xfregs.numTexGens,
xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, sumem.ztex2.op,
sumem.blendmode.colorupdate, sumem.blendmode.alphaupdate, sumem.zmode.updateenable);
for (int i = 0; i < xfregs.nNumChans; ++i)
{
@ -177,8 +177,8 @@ void Flush()
xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
}
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", sumem.genMode.numtevstages+1, sumem.genMode.numindstages,
sumem.genMode.numtexgens, (u32)sumem.dstalpha.enable, (sumem.alphaFunc.hex>>16)&0xff);
#endif
DVSTARTPROFILE();
@ -198,14 +198,14 @@ void Flush()
DVSTARTSUBPROFILE("VertexManager::Flush:textures");
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
for (u32 i = 0; i < (u32)sumem.genMode.numtevstages + 1; ++i)
if (sumem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << sumem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0)
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
if (sumem.genMode.numindstages > 0)
for (u32 i = 0; i < (u32)sumem.genMode.numtevstages + 1; ++i)
if (sumem.tevind[i].IsActive() && sumem.tevind[i].bt < sumem.genMode.numindstages)
usedtextures |= 1 << sumem.tevindref.getTexMap(sumem.tevind[i].bt);
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
@ -214,7 +214,7 @@ void Flush()
{
glActiveTexture(GL_TEXTURE0 + i);
FourTexUnits &tex = bpmem.tex[i >> 2];
FourTexUnits &tex = sumem.tex[i >> 2];
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
@ -284,7 +284,7 @@ void Flush()
}
// run through vertex groups again to set alpha
if (!g_Config.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
if (!g_Config.bDstAlphaPass && sumem.dstalpha.enable && sumem.blendmode.alphaupdate)
{
ps = PixelShaderCache::GetShader(true);
@ -309,7 +309,7 @@ void Flush()
// restore color mask
Renderer::SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
if (sumem.blendmode.blendenable || sumem.blendmode.subtract)
glEnable(GL_BLEND);
}

View File

@ -21,7 +21,7 @@
#include <map>
#include <string>
#include "BPMemory.h"
#include "SUMemory.h"
#include "VertexShaderGen.h"
struct VERTEXSHADER

View File

@ -71,7 +71,7 @@ Make AA apply instantly during gameplay if possible
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "TextureMngr.h"
#include "BPStructs.h"
#include "SUStructs.h"
#include "VertexLoader.h"
#include "VertexLoaderManager.h"
#include "VertexManager.h"
@ -330,7 +330,7 @@ void DoState(unsigned char **ptr, int mode) {
// Refresh state.
if (mode == PointerWrap::MODE_READ)
{
BPReload();
SUReload();
RecomputeCachedArraybases();
}
}
@ -347,7 +347,7 @@ void Video_Prepare(void)
TextureMngr::Init();
BPInit();
SUInit();
VertexManager::Init();
Fifo_Init(); // must be done before OpcodeDecoder_Init()
OpcodeDecoder_Init();

View File

@ -141,7 +141,7 @@ RasterFont::~RasterFont()
void RasterFont::printString(const char *s, double x, double y, double z)
{
int length = strlen(s);
int length = (int)strlen(s);
if (!length)
return;