Change "BreakPoint" to "Bypass", YAGD says BP REG is a "Bypass Raster State Register"

Also some cleanup in BPStructs and I think this should be SETTLUT not LOADTLUT, because there is already a LOADTLUT earlier in the reg list.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2898 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
omegadox
2009-04-06 16:10:45 +00:00
parent 67834f960e
commit 80d48a08d8
6 changed files with 78 additions and 77 deletions

View File

@ -100,7 +100,7 @@ void FlushPipeline()
VertexManager::Flush();
}
void SetGenerationMode(const BreakPoint &bp)
void SetGenerationMode(const Bypass &bp)
{
// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
@ -123,17 +123,17 @@ void SetGenerationMode(const BreakPoint &bp)
}
}
void SetScissor(const BreakPoint &bp)
void SetScissor(const Bypass &bp)
{
Renderer::SetScissorRect();
}
void SetLineWidth(const BreakPoint &bp)
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 BreakPoint &bp)
void SetDepthMode(const Bypass &bp)
{
if (bpmem.zmode.testenable)
{
@ -159,7 +159,7 @@ void SetDepthMode(const BreakPoint &bp)
// Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode(const BreakPoint &bp)
void SetBlendMode(const Bypass &bp)
{
if (bp.changes & 1)
Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
@ -196,15 +196,15 @@ void SetBlendMode(const BreakPoint &bp)
Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
}
}
void SetDitherMode(const BreakPoint &bp)
void SetDitherMode(const Bypass &bp)
{
Renderer::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
void SetLogicOpMode(const BreakPoint &bp)
void SetLogicOpMode(const Bypass &bp)
{
// Logic op blending. D3D can't do this but can fake some modes.
}
void SetColorMask(const BreakPoint &bp)
void SetColorMask(const Bypass &bp)
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
@ -222,19 +222,19 @@ float GetRendererTargetScaleY()
{
return Renderer::GetYScale();
}
void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
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 BreakPoint &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
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 BreakPoint &bp, const TRectangle &multirc)
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
@ -266,7 +266,7 @@ void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
}
void RestoreRenderState(const BreakPoint &bp)
void RestoreRenderState(const Bypass &bp)
{
//Renderer::SetRenderMode(Renderer::RM_Normal);
}
@ -290,7 +290,7 @@ u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetSamplerState(const BreakPoint &bp)
void SetSamplerState(const Bypass &bp)
{
FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
int stage = (bp.address & 3);//(addr>>4)&2;