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

@ -47,7 +47,7 @@ void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode(const BreakPoint &bp)
void SetGenerationMode(const Bypass &bp)
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
@ -60,13 +60,13 @@ void SetGenerationMode(const BreakPoint &bp)
}
void SetScissor(const BreakPoint &bp)
void SetScissor(const Bypass &bp)
{
if (!Renderer::SetScissorRect())
if (bp.address == BPMEM_SCISSORBR)
ERROR_LOG(VIDEO, "bad scissor!");
}
void SetLineWidth(const BreakPoint &bp)
void SetLineWidth(const Bypass &bp)
{
float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
@ -74,7 +74,7 @@ void SetLineWidth(const BreakPoint &bp)
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void SetDepthMode(const BreakPoint &bp)
void SetDepthMode(const Bypass &bp)
{
if (bpmem.zmode.testenable)
{
@ -92,18 +92,18 @@ void SetDepthMode(const BreakPoint &bp)
if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal);
}
void SetBlendMode(const BreakPoint &bp)
void SetBlendMode(const Bypass &bp)
{
Renderer::SetBlendMode(false);
}
void SetDitherMode(const BreakPoint &bp)
void SetDitherMode(const Bypass &bp)
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void SetLogicOpMode(const BreakPoint &bp)
void SetLogicOpMode(const Bypass &bp)
{
if (bpmem.blendmode.logicopenable)
{
@ -113,7 +113,7 @@ void SetLogicOpMode(const BreakPoint &bp)
else
glDisable(GL_COLOR_LOGIC_OP);
}
void SetColorMask(const BreakPoint &bp)
void SetColorMask(const Bypass &bp)
{
Renderer::SetColorMask();
}
@ -125,7 +125,7 @@ float GetRendererTargetScaleY()
{
return Renderer::GetTargetScaleY();
}
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)
{
// 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)
@ -135,7 +135,7 @@ void CopyEFB(const BreakPoint &bp, const TRectangle &rc, const u32 &address, con
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
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)
{
// EFB to XFB
if (g_Config.bUseXFB)
@ -158,7 +158,7 @@ void RenderToXFB(const BreakPoint &bp, const TRectangle &multirc, const float &y
}
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
{
// Clear color
@ -224,7 +224,7 @@ void ClearScreen(const BreakPoint &bp, const TRectangle &multirc)
}
}
void RestoreRenderState(const BreakPoint &bp)
void RestoreRenderState(const Bypass &bp)
{
Renderer::RestoreGLState();
}
@ -248,7 +248,7 @@ u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetSamplerState(const BreakPoint &bp)
void SetSamplerState(const Bypass &bp)
{
// TODO
}