mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
d02426a8e9
in D3D and Opengl: fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes) Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions. in D3D: Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know. please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
154 lines
3.4 KiB
C++
154 lines
3.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "BPFunctions.h"
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#include "D3DBase.h"
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#include "VideoConfig.h"
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#include "Common.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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#include "Utils.h"
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#include "debugger/debugger.h"
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#include "TextureConverter.h"
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bool textureChanged[8];
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const bool renderFog = false;
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using namespace D3D;
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namespace BPFunctions
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{
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void FlushPipeline()
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{
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VertexManager::Flush();
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}
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void SetGenerationMode(const BPCmd &bp)
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{
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Renderer::SetGenerationMode();
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}
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void SetScissor(const BPCmd &bp)
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{
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Renderer::SetScissorRect();
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}
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void SetLineWidth(const BPCmd &bp)
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{
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Renderer::SetLineWidth();
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}
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void SetDepthMode(const BPCmd &bp)
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{
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Renderer::SetDepthMode();
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}
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void SetBlendMode(const BPCmd &bp)
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{
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Renderer::SetBlendMode(false);
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}
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void SetDitherMode(const BPCmd &bp)
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{
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Renderer::SetDitherMode();
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}
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void SetLogicOpMode(const BPCmd &bp)
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{
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Renderer::SetLogicOpMode();
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}
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void SetColorMask(const BPCmd &bp)
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{
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Renderer::SetColorMask();
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}
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf)
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{
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if (!g_ActiveConfig.bEFBCopyDisable)
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{
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//uncomment this to see the efb to ram work in progress
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if (g_ActiveConfig.bCopyEFBToRAM)
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{
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//ToRam
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TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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else // To D3D Texture
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{
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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}
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}
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
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bool zEnable = bpmem.zmode.updateenable;
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if (colorEnable || alphaEnable || zEnable)
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{
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void RestoreRenderState(const BPCmd &bp)
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{
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Renderer::RestoreAPIState();
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}
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bool GetConfig(const int &type)
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{
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switch (type)
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{
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case CONFIG_ISWII:
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return g_VideoInitialize.bWii;
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case CONFIG_DISABLEFOG:
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return g_ActiveConfig.bDisableFog;
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case CONFIG_SHOWEFBREGIONS:
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return false;
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default:
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PanicAlert("GetConfig Error: Unknown Config Type!");
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return false;
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}
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}
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u8 *GetPointer(const u32 &address)
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{
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return g_VideoInitialize.pGetMemoryPointer(address);
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}
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void SetSamplerState(const BPCmd &bp)
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{
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int stage = (bp.address & 3);//(addr>>4)&2;
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Renderer::SetSamplerState(stage,(bp.address & 0xE0) == 0xA0);
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}
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void SetInterlacingMode(const BPCmd &bp)
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{
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// TODO
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}
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}; |