diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp | 347 |
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; + } } - }; |
