mirror of
https://github.com/dolphin-emu/dolphin.git
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9938f806f1
Additionally a small cleanup. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6656 8ced0084-cf51-0410-be5f-012b33b47a6e
226 lines
6.6 KiB
C++
226 lines
6.6 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 "Common.h"
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#include "RenderBase.h"
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#include "TextureCacheBase.h"
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#include "VertexManagerBase.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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bool textureChanged[8];
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const bool renderFog = false;
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another Gamecube Documentation
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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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g_renderer->SetGenerationMode();
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}
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void SetScissor(const BPCmd &bp)
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{
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g_renderer->SetScissorRect();
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}
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void SetLineWidth(const BPCmd &bp)
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{
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g_renderer->SetLineWidth();
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}
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void SetDepthMode(const BPCmd &bp)
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{
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g_renderer->SetDepthMode();
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}
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void SetBlendMode(const BPCmd &bp)
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{
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g_renderer->SetBlendMode(false);
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}
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void SetDitherMode(const BPCmd &bp)
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{
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g_renderer->SetDitherMode();
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}
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void SetLogicOpMode(const BPCmd &bp)
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{
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g_renderer->SetLogicOpMode();
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}
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void SetColorMask(const BPCmd &bp)
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{
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g_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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// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (g_ActiveConfig.bEFBCopyEnable)
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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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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated plugins we're always using RGBA8
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for the EFB format, which causes some problems:
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- We're using an alpha channel although the game doesn't (1)
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- If the actual EFB format is PIXELFMT_RGBA6_Z24, we are using more bits per channel than the native HW (2)
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- When doing a z copy (EFB copy target format GX_TF_Z24X8 (and possibly others?)), the native HW assumes that the EFB format is RGB8 when clearing.
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Thus the RGBA6 values get overwritten with plain RGB8 data without any kind of conversion. (3)
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- When changing EFB formats, the EFB contents will NOT get converted to the new format;
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this currently isn't implemented in any HW accelerated plugin and might cause issues. (4)
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- Possible other oddities should be noted here as well
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To properly emulate the above points, we're doing the following:
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(1)
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- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel
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- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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- Same for color channels, these need to be cleared to 0x00 though.
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(2)
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- just scale down the RGBA8 color to RGBA6 and upscale it to RGBA8 again
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(3)
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- more tricky, doing some bit magic here to properly reinterpret the data
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(4) TODO
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- generally delay ClearScreen calls as long as possible (until any other EFB access)
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- when the pixel format changes:
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- call ClearScreen if it's still being delayed, reinterpret the color for the new format though
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- otherwise convert EFB contents to the new pixel format
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*/
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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{
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UPE_Copy PE_copy = bpmem.triggerEFBCopy;
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = bpmem.blendmode.alphaupdate;
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bool zEnable = bpmem.zmode.updateenable;
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// (1): Disable unused color channels
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switch (bpmem.zcontrol.pixel_format)
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{
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case PIXELFMT_RGBA6_Z24:
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if (colorEnable && PE_copy.tp_realFormat() == GX_TF_Z24X8) // (3): alpha update forced
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alphaEnable = true;
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break;
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case PIXELFMT_RGB8_Z24:
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case PIXELFMT_RGB565_Z16:
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alphaEnable = false;
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break;
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case PIXELFMT_Z24:
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alphaEnable = colorEnable = false;
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break;
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default:
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// TODO?
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break;
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}
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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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if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
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{
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// TODO: Not sure whether there's more formats to check for here - maybe GX_TF_Z8 and GX_TF_Z16?
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if (PE_copy.tp_realFormat() == GX_TF_Z24X8) // (3): Reinterpret RGB8 color as RGBA6
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{
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// NOTE: color is passed in ARGB order, but EFB uses RGBA
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u32 srcr8 = (color & 0xFF0000) >> 16;
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u32 srcg8 = (color & 0xFF00) >> 8;
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u32 srcb8 = color & 0xFF;
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u32 dstr6 = srcr8 >> 2;
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u32 dstg6 = ((srcr8 & 0x3) << 4) | (srcg8 >> 4);
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u32 dstb6 = ((srcg8 & 0xF) << 2) | (srcb8 >> 6);
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u32 dsta6 = srcb8 & 0x3F;
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u32 dstr8 = (dstr6 << 2) | (dstr6 >> 4);
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u32 dstg8 = (dstg6 << 2) | (dstg6 >> 4);
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u32 dstb8 = (dstb6 << 2) | (dstb6 >> 4);
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u32 dsta8 = (dsta6 << 2) | (dsta6 >> 4);
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color = (dsta8 << 24) | (dstr8 << 16) | (dstg8 << 8) | dstb8;
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}
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else // (2): convert RGBA8 color to RGBA6
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{
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color &= 0xFCFCFCFC;
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color |= (color >> 6) & 0x03030303;
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}
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}
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else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
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{
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z >>= 8;
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u32 dstr5 = (color & 0xFF0000) >> 19;
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u32 dstg6 = (color & 0xFF00) >> 10;
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u32 dstb5 = (color & 0xFF) >> 3;
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u32 dstr8 = (dstr5 << 3) | (dstr5 >> 2);
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u32 dstg8 = (dstg6 << 2) | (dstg6 >> 4);
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u32 dstb8 = (dstb5 << 3) | (dstb5 >> 2);
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color = (dstr8 << 16) | (dstg8 << 8) | dstb8;
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}
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g_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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g_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 SetTextureMode(const BPCmd &bp)
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{
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g_renderer->SetSamplerState(bp.address & 3, (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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};
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