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