dolphin/Source/Plugins/Plugin_VideoOGL/Src/BPStructs.cpp
2009-02-21 23:56:10 +00:00

772 lines
26 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// ---------------------------------------------------------------------------------------
// includes
// -------------
#include "Globals.h"
#include "Profiler.h"
#include "Config.h"
#include "Statistics.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#include "BPStructs.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "TextureMngr.h"
#include "TextureDecoder.h"
#include "TextureConverter.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "XFB.h"
#include "main.h"
// ---------------------------------------------------------------------------------------
// State translation lookup tables
// -------------
static const GLenum glCmpFuncs[8] = {
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
};
static const GLenum glLogicOpCodes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
};
void BPInit()
{
memset(&bpmem, 0, sizeof(bpmem));
bpmem.bpMask = 0xFFFFFF;
}
//////////////////////////////////////////////////////////////////////////////////////
// Write to bpmem
/* ------------------
Called:
At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
TODO:
Turn into function table. The (future) DL jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
just stuff geometry in them and don't put state changes there.
// ------------------ */
void BPWritten(int addr, int changes, int newval)
{
switch (addr)
{
case BPMEM_GENMODE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d\n",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0) {
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else if (glIsEnabled(GL_CULL_FACE) == GL_TRUE)
glDisable(GL_CULL_FACE);
PixelShaderManager::SetGenModeChanged();
}
break;
case BPMEM_IND_MTX+0:
case BPMEM_IND_MTX+1:
case BPMEM_IND_MTX+2:
case BPMEM_IND_MTX+3:
case BPMEM_IND_MTX+4:
case BPMEM_IND_MTX+5:
case BPMEM_IND_MTX+6:
case BPMEM_IND_MTX+7:
case BPMEM_IND_MTX+8:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3);
}
break;
case BPMEM_RAS1_SS0:
case BPMEM_RAS1_SS1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetIndTexScaleChanged();
}
break;
case BPMEM_ZMODE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("zmode: test=%d, func=%d, upd=%d\n", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
if (bpmem.zmode.testenable) {
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable?GL_TRUE:GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else {
// if the test is disabled write is disabled too
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal);
}
break;
case BPMEM_ALPHACOMPARE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d\n", bpmem.alphaFunc.ref0,
bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
PixelShaderManager::SetAlpha(bpmem.alphaFunc);
}
break;
case BPMEM_CONSTANTALPHA:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
Renderer::SetBlendMode(false);
}
break;
case BPMEM_LINEPTWIDTH:
{
float fratio = xfregs.rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
break;
}
case BPMEM_PE_CONTROL: // GXSetZCompLoc, GXPixModeSync
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_BLENDMODE:
if (changes & 0xFFFF) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d\n",
bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate,
bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode);
/*
Logic Operation Blend Modes
--------------------
0: GL_CLEAR
1: GL_AND
2: GL_AND_REVERSE
3: GL_COPY [Super Smash. Bro. Melee, NES Zelda I, NES Zelda II]
4: GL_AND_INVERTED
5: GL_NOOP
6: GL_XOR
7: GL_OR [Zelda: TP]
8: GL_NOR
9: GL_EQUIV
10: GL_INVERT
11: GL_OR_REVERSE
12: GL_COPY_INVERTED
13: GL_OR_INVERTED
14: GL_NAND
15: GL_SET
*/
// LogicOp Blending
if (changes & 2) {
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
// PanicAlert("Logic Op Blend : %i", bpmem.blendmode.logicmode);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
}
// Dithering
if (changes & 4) {
SETSTAT(stats.dither, bpmem.blendmode.dither);
if (bpmem.blendmode.dither) glEnable(GL_DITHER);
else glDisable(GL_DITHER);
}
// Blending
if (changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
Renderer::SetBlendMode(false);
}
// Color Mask
if (changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
Renderer::SetColorMask();
}
}
break;
case BPMEM_FOGRANGE:
if (changes) {
// TODO(XK): Fog range format
//glFogi(GL_FOG_START, ...
//glFogi(GL_FOG_END, ...
}
break;
case BPMEM_FOGPARAM0:
case BPMEM_FOGBEXPONENT:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGPARAM3:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetFogParamChanged();
}
break;
case BPMEM_FOGCOLOR:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetFogColorChanged();
}
break;
case BPMEM_TEXINVALIDATE:
break;
case BPMEM_SCISSOROFFSET:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
Renderer::SetScissorRect();
}
break;
case BPMEM_SCISSORTL:
case BPMEM_SCISSORBR:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (!Renderer::SetScissorRect())
{
if (addr == BPMEM_SCISSORBR) {
ERROR_LOG("bad scissor!\n");
}
}
}
break;
case BPMEM_ZTEX1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
}
break;
case BPMEM_ZTEX2:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (changes & 3) {
PixelShaderManager::SetZTextureTypeChanged();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
PRIM_LOG("ztex op=%s, type=%s\n", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
#endif
}
break;
case 0xf6: // ksel0
case 0xf7: // ksel1
case 0xf8: // ksel2
case 0xf9: // ksel3
case 0xfa: // ksel4
case 0xfb: // ksel5
case 0xfc: // ksel6
case 0xfd: // ksel7
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevKSelChanged(addr-0xf6);
}
break;
case BPMEM_SETDRAWDONE:
VertexManager::Flush();
switch (newval & 0xFF)
{
case 0x02:
g_VideoInitialize.pSetPEFinish(); // may generate interrupt
DebugLog("GXSetDrawDone SetPEFinish (value: 0x%02X)", (newval & 0xFFFF));
break;
default:
DebugLog("GXSetDrawDone ??? (value 0x%02X)", (newval & 0xFFFF));
break;
}
break;
case BPMEM_PE_TOKEN_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), FALSE);
DebugLog("SetPEToken 0x%04x", (newval & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), TRUE);
DebugLog("SetPEToken + INT 0x%04x", (newval & 0xFFFF));
break;
case BPMEM_SETGPMETRIC: // Set gp metric?
break;
// ===============================================================
// This case writes to bpmem.triggerEFBCopy and may apparently prompt us to update glScissor()
// ------------------------
case BPMEM_TRIGGER_EFB_COPY:
{
DVSTARTSUBPROFILE("LoadBPReg:swap");
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
// The bottom right is within the rectangle
// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
TRectangle rc = {
(int)(bpmem.copyTexSrcXY.x),
(int)(bpmem.copyTexSrcXY.y),
(int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)),
(int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1))
};
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
(int)(bpmem.copyTexSrcXY.x * MValueX),
(int)(bpmem.copyTexSrcXY.y * MValueY),
(int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)),
(int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY))
};
UPE_Copy PE_copy;
PE_copy.Hex = bpmem.triggerEFBCopy;
// --------------------------------------------------------
// Check if we should copy the picture to XFB or not
// --------------------------
if (PE_copy.copy_to_xfb == 0)
{
// EFB to texture
// for some reason it sets bpmem.zcontrol.pixel_format to PIXELFMT_Z24 every time a zbuffer format is given as a dest to GXSetTexCopyDst
if (g_Config.bEFBCopyDisable)
{
/* We already have this in Render.cpp that we call when (PE_copy.clear) is true. But we need a separate one
here because UpdateViewport() is not run when this otion is set? */
glViewport(rc.left,rc.bottom, rc.right,rc.top);
glScissor(rc.left,rc.bottom, rc.right,rc.top);
// Logging
GLScissorX = rc.left;
GLScissorY = rc.bottom;
GLScissorW = rc.right;
GLScissorH = rc.top;
}
else if (g_Config.bCopyEFBToRAM)
{
TextureConverter::EncodeToRam(bpmem.copyTexDest<<5, bpmem.zcontrol.pixel_format==PIXELFMT_Z24, PE_copy.intensity_fmt>0,
(PE_copy.target_pixel_format/2)+((PE_copy.target_pixel_format&1)*8), PE_copy.half_scale>0, rc);
}
else
{
TextureMngr::CopyRenderTargetToTexture(bpmem.copyTexDest<<5, bpmem.zcontrol.pixel_format==PIXELFMT_Z24, PE_copy.intensity_fmt>0,
(PE_copy.target_pixel_format/2)+((PE_copy.target_pixel_format&1)*8), PE_copy.half_scale>0, &rc);
}
}
else
{
// EFB to XFB
if (g_Config.bUseXFB)
{
// the number of lines copied is determined by the y scale * source efb height
float yScale = bpmem.dispcopyyscale / 256.0f;
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
u32 dstHeight = (u32)xfbLines;
XFB_Write(pXFB, multirc, dstWidth, dstHeight);
// FIXME: we draw XFB from here in DC mode.
// Bad hack since we can have multiple EFB to XFB copy before a draw.
// Plus we should use width and height from VI regs (see VI->Update()).
// Dixit donkopunchstania for the info.
//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
if (g_VideoInitialize.bUseDualCore)
XFB_Draw(pXFB, dstWidth, dstHeight, 0);
}
else
{
Renderer::Swap(multirc);
}
g_VideoInitialize.pCopiedToXFB();
}
// --------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// --------------------------
if (PE_copy.clear)
{
// Clear color
Renderer::SetRenderMode(Renderer::RM_Normal);
// Clear Z-Buffer target
u32 nRestoreZBufferTarget = Renderer::GetZBufferTarget();
// -----------------------------------------------------------------
// Update the view port for clearing the picture
// -----------------------
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
// Always set the scissor in case it was set by the game and has not been reset
/* We will also do this at the end of this section, in SetScissorRect(), but that is for creating the new picture
this is for clearing the picture */
glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
(multirc.right - multirc.left), (multirc.bottom - multirc.top));
// ---------------------------
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;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f),
((clearColor>>24) & 0xff)*(1/255.0f));
bits |= GL_COLOR_BUFFER_BIT;
}
if (bpmem.zmode.updateenable)
{
glClearDepth((float)(bpmem.clearZValue&0xFFFFFF) / float(0xFFFFFF));
bits |= GL_DEPTH_BUFFER_BIT;
}
if (nRestoreZBufferTarget )
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
glClear(bits);
}
if (bpmem.zmode.updateenable && nRestoreZBufferTarget) { // have to clear the target zbuffer
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
GL_REPORT_ERRORD();
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
// red should probably be the LSB
glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
glClear(GL_COLOR_BUFFER_BIT);
Renderer::SetColorMask();
GL_REPORT_ERRORD();
}
if (nRestoreZBufferTarget)
{
// restore target
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, s_drawbuffers);
}
Renderer::SetScissorRect(); // reset the scissor rectangle
}
// ------------------------------
}
break;
// ==================================
case BPMEM_LOADTLUT:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
u32 tlutTMemAddr = (newval & 0x3FF) << 9;
u32 tlutXferCount = (newval & 0x1FFC00) >> 5;
u8 *ptr = 0;
// TODO - figure out a cleaner way.
if (g_VideoInitialize.bWii)
ptr = g_VideoInitialize.pGetMemoryPointer(bpmem.tlutXferSrc << 5);
else
ptr = g_VideoInitialize.pGetMemoryPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5);
if (ptr)
memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
else
PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5);
// TODO(ector) : kill all textures that use this palette
// Not sure if it's a good idea, though. For now, we hash texture palettes
}
break;
default:
switch(addr & 0xFC) //texture sampler filter
{
case 0x28: // tevorder 0-3
case 0x2C: // tevorder 4-7
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevOrderChanged(addr - 0x28);
}
break;
case 0x80: // TEX MODE 0
case 0xA0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x84://TEX MODE 1
case 0xA4:
break;
case 0x88://TEX IMAGE 0
case 0xA8:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x8C://TEX IMAGE 1
case 0xAC:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x90://TEX IMAGE 2
case 0xB0:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x94://TEX IMAGE 3
case 0xB4:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x98://TEX TLUT
case 0xB8:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x9C://TEX UNKNOWN
case 0xBC:
//ERROR_LOG("texunknown%x = %x\n", addr, newval);
((u32*)&bpmem)[addr] = newval;
break;
case 0xE0:
case 0xE4:
if (addr&1) { // don't compare with changes!
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
int num = (addr>>1)&0x3;
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
}
else
((u32*)&bpmem)[addr] = newval;
break;
default:
switch(addr&0xF0) {
case 0x10: // tevindirect 0-15
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevIndirectChanged(addr-0x10);
}
break;
case 0x30:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTexDimsChanged((addr>>1)&0x7);
}
break;
case 0xC0:
case 0xD0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevCombinerChanged((addr&0x1f)/2);
}
break;
case 0x20:
case 0x80:
case 0x90:
case 0xA0:
case 0xB0:
// Just update the bpmem struct, don't do anything else
default:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
/*switch(addr) {
case 0x01:
case 0x02:
case 0x03:
case 0x04: break; // copy filter values
case 0x0f: break; // mask
case 0x27: break; // tev ind order
case 0x44: break; // field mask
case 0x45: break; // draw done
case 0x46: break; // clock
case 0x49:
case 0x4a: break; // copy tex src
case 0x4b: break; // copy tex dest
case 0x4d: break; // copyMipMapStrideChannels
case 0x4e: break; // disp copy scale
case 0x4f: break; // clear color
case 0x50: break; // clear color
case 0x51: break; // casez
case 0x52: break; // trigger efb copy
case 0x53:
case 0x54: break; // more copy filters
case 0x55:
case 0x56: break; // bounding box
case 0x64:
case 0x65: break; // tlut src dest
case 0xe8: break; // fog range
case 0xe9:
case 0xea:
case 0xeb:
case 0xec:
case 0xed: break; // fog
case 0xfe: break; // mask
default:
// 0x58 = 0xf
// 0x69 = 0x49e
ERROR_LOG("bp%.2x = %x\n", addr, newval);
}*/
}
break;
}
break;
}
break;
}
}
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
void LoadBPReg(u32 value0)
{
DVSTARTPROFILE();
// Handle the mask register
int opcode = value0 >> 24;
int oldval = ((u32*)&bpmem)[opcode];
int newval = (oldval & ~bpmem.bpMask) | (value0 & bpmem.bpMask);
// Check if it's a new value
int changes = (oldval ^ newval) & 0xFFFFFF;
//reset the mask register
if (opcode != 0xFE)
bpmem.bpMask = 0xFFFFFF;
// Notify the video handling so it can update render states
BPWritten(opcode, changes, newval);
}
// Called when loading a saved state.
// Needs more testing though.
void BPReload()
{
for (int i = 0; i < 254; i++)
{
switch (i) {
case 0x41:
case 0x45: //GXSetDrawDone
case 0x52:
case 0x65:
case 0x67: // set gp metric?
case BPMEM_PE_TOKEN_ID:
case BPMEM_PE_TOKEN_INT_ID:
// Cases in which we DON'T want to reload the BP
continue;
default:
BPWritten(i, 0xFFFFFF, ((u32*)&bpmem)[i]);
}
}
}