diff options
| author | Jasper St. Pierre <jstpierre@mecheye.net> | 2013-12-07 15:14:29 -0500 |
|---|---|---|
| committer | Jasper St. Pierre <jstpierre@mecheye.net> | 2013-12-31 14:03:19 -0500 |
| commit | 34692ab826abc8f8faa61bdb2280b742424528f1 (patch) | |
| tree | b0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | 43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff) | |
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPFunctions.cpp | 271 |
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; + } +} + +}; |
