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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoCommon/BPFunctions.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp248
1 files changed, 248 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
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+++ b/Source/Core/VideoCommon/BPFunctions.cpp
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+// 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;
+ }
+}
+
+};