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| author | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
| commit | 7dfced21a2e5aac7195e0e1ad76468e30306766b (patch) | |
| tree | bd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | c25be031fc1031d795157d8344b87b7841145197 (diff) | |
| parent | 7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff) | |
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPFunctions.cpp | 248 |
1 files changed, 248 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp new file mode 100644 index 0000000000..4150a7cf31 --- /dev/null +++ b/Source/Core/VideoCommon/BPFunctions.cpp @@ -0,0 +1,248 @@ +// Copyright 2009 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "Common/CommonTypes.h" + +#include "Core/ConfigManager.h" +#include "Core/HW/Memmap.h" + +#include "VideoCommon/BPFunctions.h" +#include "VideoCommon/RenderBase.h" +#include "VideoCommon/TextureCacheBase.h" +#include "VideoCommon/VertexManagerBase.h" +#include "VideoCommon/VertexShaderManager.h" +#include "VideoCommon/VideoConfig.h" + +namespace BPFunctions +{ +// ---------------------------------------------- +// State translation lookup tables +// Reference: Yet Another GameCube Documentation +// ---------------------------------------------- + + +void FlushPipeline() +{ + VertexManager::Flush(); +} + +void 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); +} + +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, const EFBRectangle& srcRect, + unsigned int dstFormat, PEControl::PixelFormat srcFormat, + bool isIntensity, bool scaleByHalf) +{ + // bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format) + 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 != 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); + +skip: + DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format), static_cast<int>(bpmem.zcontrol.zformat)); + + Renderer::StorePixelFormat(new_format); +} + +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; + } +} + +}; |
