Code cleanup. Juggling rectangles. I'm about to investigate the problems with Real XFB's in PAL games, so I wanted to make sure all our rectangles were cleaned up and organized.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3794 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2009-07-15 00:51:24 +00:00
parent 7a82ae0943
commit f338d5c44c
20 changed files with 297 additions and 307 deletions

View File

@ -110,19 +110,13 @@ void SetLogicOpMode(const Bypass &bp)
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)
void CopyEFB(const Bypass &bp, const EFBRectangle &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)
@ -132,49 +126,24 @@ void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const b
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const Bypass &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, multirc);
Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, rc);
}
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
void ClearScreen(const Bypass &bp, const EFBRectangle &rc)
{
// Update the view port for clearing the picture
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
bool colorEnable = bpmem.blendmode.colorupdate;
bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
bool zEnable = bpmem.zmode.updateenable;
// 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));
// ---------------------------
if (colorEnable || alphaEnable || zEnable)
{
u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 z = bpmem.clearZValue;
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;
// Alpha may or may not be present depending on the EFB pixel format.
GLclampf clearAlpha = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) ?
((clearColor>>24) & 0xff)*(1/255.0f) : 1.0f;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f),
clearAlpha);
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);
}
Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
}
void RestoreRenderState(const Bypass &bp)