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