summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/BPFunctions.cpp
diff options
context:
space:
mode:
authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoCommon/BPFunctions.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp271
1 files changed, 271 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
new file mode 100644
index 0000000000..43623a94a8
--- /dev/null
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -0,0 +1,271 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "BPFunctions.h"
+#include "Common.h"
+#include "RenderBase.h"
+#include "TextureCacheBase.h"
+#include "VertexManagerBase.h"
+#include "VertexShaderManager.h"
+#include "VideoConfig.h"
+#include "HW/Memmap.h"
+#include "ConfigManager.h"
+
+const bool renderFog = false;
+namespace BPFunctions
+{
+// ----------------------------------------------
+// State translation lookup tables
+// Reference: Yet Another Gamecube Documentation
+// ----------------------------------------------
+
+
+void FlushPipeline()
+{
+ VertexManager::Flush();
+}
+
+void SetGenerationMode()
+{
+ g_renderer->SetGenerationMode();
+}
+
+void SetScissor()
+{
+ const int xoff = bpmem.scissorOffset.x * 2 - 342;
+ const int yoff = bpmem.scissorOffset.y * 2 - 342;
+
+ EFBRectangle rc (bpmem.scissorTL.x - xoff - 342, bpmem.scissorTL.y - yoff - 342,
+ bpmem.scissorBR.x - xoff - 341, bpmem.scissorBR.y - yoff - 341);
+
+ if (rc.left < 0) rc.left = 0;
+ if (rc.top < 0) rc.top = 0;
+ if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
+ if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
+
+ if (rc.left > rc.right) rc.right = rc.left;
+ if (rc.top > rc.bottom) rc.bottom = rc.top;
+
+ TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
+ g_renderer->SetScissorRect(trc);
+}
+
+void SetLineWidth()
+{
+ g_renderer->SetLineWidth();
+}
+
+void SetDepthMode()
+{
+ g_renderer->SetDepthMode();
+}
+
+void SetBlendMode()
+{
+ g_renderer->SetBlendMode(false);
+}
+void SetDitherMode()
+{
+ g_renderer->SetDitherMode();
+}
+void SetLogicOpMode()
+{
+ g_renderer->SetLogicOpMode();
+}
+
+void SetColorMask()
+{
+ g_renderer->SetColorMask();
+}
+
+void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
+ const EFBRectangle& srcRect, bool isIntensity, 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_ActiveConfig.bEFBCopyEnable)
+ {
+ TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
+ srcRect, isIntensity, scaleByHalf);
+ }
+}
+
+/* Explanation of the magic behind ClearScreen:
+ There's numerous possible formats for the pixel data in the EFB.
+ However, in the HW accelerated backends we're always using RGBA8
+ for the EFB format, which causes some problems:
+ - We're using an alpha channel although the game doesn't
+ - If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the native HW
+
+ To properly emulate the above points, we're doing the following:
+ (1)
+ - disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel
+ - NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
+ - Same for color channels, these need to be cleared to 0x00 though.
+ (2)
+ - convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
+ - convert the Z24 depth value to Z16 and back to Z24
+*/
+void ClearScreen(const EFBRectangle &rc)
+{
+ bool colorEnable = bpmem.blendmode.colorupdate;
+ bool alphaEnable = bpmem.blendmode.alphaupdate;
+ bool zEnable = bpmem.zmode.updateenable;
+
+ // (1): Disable unused color channels
+ if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB8_Z24 ||
+ bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16 ||
+ bpmem.zcontrol.pixel_format == PIXELFMT_Z24)
+ {
+ alphaEnable = false;
+ }
+
+ if (colorEnable || alphaEnable || zEnable)
+ {
+ u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
+ u32 z = bpmem.clearZValue;
+
+ // (2) drop additional accuracy
+ if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
+ {
+ color = RGBA8ToRGBA6ToRGBA8(color);
+ }
+ else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
+ {
+ color = RGBA8ToRGB565ToRGBA8(color);
+ z = Z24ToZ16ToZ24(z);
+ }
+ g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
+ }
+}
+
+void OnPixelFormatChange()
+{
+ int convtype = -1;
+
+ // TODO : Check for Z compression format change
+ // When using 16bit Z, the game may enable a special compression format which we need to handle
+ // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
+
+ /*
+ * When changing the EFB format, the pixel data won't get converted to the new format but stays the same.
+ * Since we are always using an RGBA8 buffer though, this causes issues in some games.
+ * Thus, we reinterpret the old EFB data with the new format here.
+ */
+ if (!g_ActiveConfig.bEFBEmulateFormatChanges ||
+ !g_ActiveConfig.backend_info.bSupportsFormatReinterpretation)
+ return;
+
+ u32 old_format = Renderer::GetPrevPixelFormat();
+ u32 new_format = bpmem.zcontrol.pixel_format;
+
+ // no need to reinterpret pixel data in these cases
+ if (new_format == old_format || old_format == (unsigned int)-1)
+ goto skip;
+
+ // Check for pixel format changes
+ switch (old_format)
+ {
+ case PIXELFMT_RGB8_Z24:
+ case PIXELFMT_Z24:
+ // Z24 and RGB8_Z24 are treated equal, so just return in this case
+ if (new_format == PIXELFMT_RGB8_Z24 || new_format == PIXELFMT_Z24)
+ goto skip;
+
+ if (new_format == PIXELFMT_RGBA6_Z24)
+ convtype = 0;
+ else if (new_format == PIXELFMT_RGB565_Z16)
+ convtype = 1;
+ break;
+
+ case PIXELFMT_RGBA6_Z24:
+ if (new_format == PIXELFMT_RGB8_Z24 ||
+ new_format == PIXELFMT_Z24)
+ convtype = 2;
+ else if (new_format == PIXELFMT_RGB565_Z16)
+ convtype = 3;
+ break;
+
+ case PIXELFMT_RGB565_Z16:
+ if (new_format == PIXELFMT_RGB8_Z24 ||
+ new_format == PIXELFMT_Z24)
+ convtype = 4;
+ else if (new_format == PIXELFMT_RGBA6_Z24)
+ convtype = 5;
+ break;
+
+ default:
+ break;
+ }
+
+ if (convtype == -1)
+ {
+ ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", old_format, new_format);
+ goto skip;
+ }
+
+ g_renderer->ReinterpretPixelData(convtype);
+
+skip:
+ DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", new_format, bpmem.zcontrol.zformat);
+
+ Renderer::StorePixelFormat(new_format);
+}
+
+bool GetConfig(const int &type)
+{
+ switch (type)
+ {
+ case CONFIG_ISWII:
+ return SConfig::GetInstance().m_LocalCoreStartupParameter.bWii;
+ case CONFIG_DISABLEFOG:
+ return g_ActiveConfig.bDisableFog;
+ case CONFIG_SHOWEFBREGIONS:
+ return g_ActiveConfig.bShowEFBCopyRegions;
+ default:
+ PanicAlert("GetConfig Error: Unknown Config Type!");
+ return false;
+ }
+}
+
+u8 *GetPointer(const u32 &address)
+{
+ return Memory::GetPointer(address);
+}
+
+// Never used. All backends call SetSamplerState in VertexManager::Flush
+void SetTextureMode(const BPCmd &bp)
+{
+ g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);
+}
+
+void SetInterlacingMode(const BPCmd &bp)
+{
+ // TODO
+ switch (bp.address)
+ {
+ case BPMEM_FIELDMODE:
+ {
+ // SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
+ // just before this cmd
+ const char *action[] = { "don't adjust", "adjust" };
+ DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s",
+ action[bpmem.fieldmode.texLOD],
+ action[bpmem.lineptwidth.lineaspect]);
+ }
+ break;
+ case BPMEM_FIELDMASK:
+ {
+ // Determines if fields will be written to EFB (always computed)
+ const char *action[] = { "skip", "write" };
+ DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s",
+ action[bpmem.fieldmask.even], action[bpmem.fieldmask.odd]);
+ }
+ break;
+ default:
+ ERROR_LOG(VIDEO, "SetInterlacingMode default");
+ break;
+ }
+}
+
+};