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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/BPFunctions.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp347
1 files changed, 176 insertions, 171 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index 63b99495e2..d471de9e6f 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -21,219 +21,224 @@ namespace BPFunctions
// Reference: Yet Another GameCube Documentation
// ----------------------------------------------
-
void FlushPipeline()
{
- VertexManagerBase::Flush();
+ VertexManagerBase::Flush();
}
void SetGenerationMode()
{
- g_renderer->SetGenerationMode();
+ g_renderer->SetGenerationMode();
}
void SetScissor()
{
- /* NOTE: the minimum value here for the scissor rect and offset is -342.
- * GX internally adds on an offset of 342 to both the offset and scissor
- * coords to ensure that the register was always unsigned.
- *
- * The code that was here before tried to "undo" this offset, but
- * since we always take the difference, the +342 added to both
- * sides cancels out. */
-
- /* The scissor offset is always even, so to save space, the scissor offset
- * register is scaled down by 2. So, if somebody calls
- * GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
- const int xoff = bpmem.scissorOffset.x * 2;
- const int yoff = bpmem.scissorOffset.y * 2;
-
- EFBRectangle rc (bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
- bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
-
- 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;
-
- g_renderer->SetScissorRect(rc);
+ /* NOTE: the minimum value here for the scissor rect and offset is -342.
+ * GX internally adds on an offset of 342 to both the offset and scissor
+ * coords to ensure that the register was always unsigned.
+ *
+ * The code that was here before tried to "undo" this offset, but
+ * since we always take the difference, the +342 added to both
+ * sides cancels out. */
+
+ /* The scissor offset is always even, so to save space, the scissor offset
+ * register is scaled down by 2. So, if somebody calls
+ * GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
+ const int xoff = bpmem.scissorOffset.x * 2;
+ const int yoff = bpmem.scissorOffset.y * 2;
+
+ EFBRectangle rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1,
+ bpmem.scissorBR.y - yoff + 1);
+
+ 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;
+
+ g_renderer->SetScissorRect(rc);
}
void SetDepthMode()
{
- g_renderer->SetDepthMode();
+ g_renderer->SetDepthMode();
}
void SetBlendMode()
{
- g_renderer->SetBlendMode(false);
+ g_renderer->SetBlendMode(false);
}
void SetDitherMode()
{
- g_renderer->SetDitherMode();
+ g_renderer->SetDitherMode();
}
void SetLogicOpMode()
{
- g_renderer->SetLogicOpMode();
+ g_renderer->SetLogicOpMode();
}
void SetColorMask()
{
- g_renderer->SetColorMask();
+ g_renderer->SetColorMask();
}
/* 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
+ 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)
+void ClearScreen(const EFBRectangle& rc)
{
- bool colorEnable = (bpmem.blendmode.colorupdate != 0);
- bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
- bool zEnable = (bpmem.zmode.updateenable != 0);
- auto pixel_format = bpmem.zcontrol.pixel_format;
-
- // (1): Disable unused color channels
- if (pixel_format == PEControl::RGB8_Z24 ||
- pixel_format == PEControl::RGB565_Z16 ||
- pixel_format == PEControl::Z24)
- {
- alphaEnable = false;
- }
-
- if (colorEnable || alphaEnable || zEnable)
- {
- u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
- u32 z = bpmem.clearZValue;
-
- // (2) drop additional accuracy
- if (pixel_format == PEControl::RGBA6_Z24)
- {
- color = RGBA8ToRGBA6ToRGBA8(color);
- }
- else if (pixel_format == PEControl::RGB565_Z16)
- {
- color = RGBA8ToRGB565ToRGBA8(color);
- z = Z24ToZ16ToZ24(z);
- }
- g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
- }
+ bool colorEnable = (bpmem.blendmode.colorupdate != 0);
+ bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
+ bool zEnable = (bpmem.zmode.updateenable != 0);
+ auto pixel_format = bpmem.zcontrol.pixel_format;
+
+ // (1): Disable unused color channels
+ if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 ||
+ pixel_format == PEControl::Z24)
+ {
+ alphaEnable = false;
+ }
+
+ if (colorEnable || alphaEnable || zEnable)
+ {
+ u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
+ u32 z = bpmem.clearZValue;
+
+ // (2) drop additional accuracy
+ if (pixel_format == PEControl::RGBA6_Z24)
+ {
+ color = RGBA8ToRGBA6ToRGBA8(color);
+ }
+ else if (pixel_format == PEControl::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)
- return;
-
- auto old_format = Renderer::GetPrevPixelFormat();
- auto new_format = bpmem.zcontrol.pixel_format;
-
- // no need to reinterpret pixel data in these cases
- if (new_format == old_format || old_format == PEControl::INVALID_FMT)
- goto skip;
-
- // Check for pixel format changes
- switch (old_format)
- {
- case PEControl::RGB8_Z24:
- case PEControl::Z24:
- // Z24 and RGB8_Z24 are treated equal, so just return in this case
- if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
- goto skip;
-
- if (new_format == PEControl::RGBA6_Z24)
- convtype = 0;
- else if (new_format == PEControl::RGB565_Z16)
- convtype = 1;
- break;
-
- case PEControl::RGBA6_Z24:
- if (new_format == PEControl::RGB8_Z24 ||
- new_format == PEControl::Z24)
- convtype = 2;
- else if (new_format == PEControl::RGB565_Z16)
- convtype = 3;
- break;
-
- case PEControl::RGB565_Z16:
- if (new_format == PEControl::RGB8_Z24 ||
- new_format == PEControl::Z24)
- convtype = 4;
- else if (new_format == PEControl::RGBA6_Z24)
- convtype = 5;
- break;
-
- default:
- break;
- }
-
- if (convtype == -1)
- {
- ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", static_cast<int>(old_format), static_cast<int>(new_format));
- goto skip;
- }
-
- g_renderer->ReinterpretPixelData(convtype);
+ 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)
+ return;
+
+ auto old_format = Renderer::GetPrevPixelFormat();
+ auto new_format = bpmem.zcontrol.pixel_format;
+
+ // no need to reinterpret pixel data in these cases
+ if (new_format == old_format || old_format == PEControl::INVALID_FMT)
+ goto skip;
+
+ // Check for pixel format changes
+ switch (old_format)
+ {
+ case PEControl::RGB8_Z24:
+ case PEControl::Z24:
+ // Z24 and RGB8_Z24 are treated equal, so just return in this case
+ if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
+ goto skip;
+
+ if (new_format == PEControl::RGBA6_Z24)
+ convtype = 0;
+ else if (new_format == PEControl::RGB565_Z16)
+ convtype = 1;
+ break;
+
+ case PEControl::RGBA6_Z24:
+ if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
+ convtype = 2;
+ else if (new_format == PEControl::RGB565_Z16)
+ convtype = 3;
+ break;
+
+ case PEControl::RGB565_Z16:
+ if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
+ convtype = 4;
+ else if (new_format == PEControl::RGBA6_Z24)
+ convtype = 5;
+ break;
+
+ default:
+ break;
+ }
+
+ if (convtype == -1)
+ {
+ ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", static_cast<int>(old_format),
+ static_cast<int>(new_format));
+ goto skip;
+ }
+
+ g_renderer->ReinterpretPixelData(convtype);
skip:
- DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format), static_cast<int>(bpmem.zcontrol.zformat));
+ DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format),
+ static_cast<int>(bpmem.zcontrol.zformat));
- Renderer::StorePixelFormat(new_format);
+ Renderer::StorePixelFormat(new_format);
}
-void SetInterlacingMode(const BPCmd &bp)
+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;
- }
+ // 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;
+ }
}
-
};