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/BPStructs.cpp | |
| parent | 43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff) | |
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoCommon/BPStructs.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPStructs.cpp | 742 |
1 files changed, 742 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp new file mode 100644 index 0000000000..ed3fcce5dc --- /dev/null +++ b/Source/Core/VideoCommon/BPStructs.cpp @@ -0,0 +1,742 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include <cmath> + +#include "VideoConfig.h" +#include "Statistics.h" +#include "RenderBase.h" +#include "VideoCommon.h" +#include "PixelShaderManager.h" +#include "PixelEngine.h" +#include "BPFunctions.h" +#include "BPStructs.h" +#include "TextureDecoder.h" +#include "VertexLoader.h" +#include "VertexShaderManager.h" +#include "Thread.h" +#include "HW/Memmap.h" +#include "PerfQueryBase.h" + +using namespace BPFunctions; + +static u32 mapTexAddress; +static bool mapTexFound; +static int numWrites; + +extern volatile bool g_bSkipCurrentFrame; + +static const float s_gammaLUT[] = +{ + 1.0f, + 1.7f, + 2.2f, + 1.0f +}; + +void BPInit() +{ + memset(&bpmem, 0, sizeof(bpmem)); + bpmem.bpMask = 0xFFFFFF; + + mapTexAddress = 0; + numWrites = 0; + mapTexFound = false; +} + +void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight, float gamma) +{ + Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, rc, gamma); +} +void BPWritten(const BPCmd& bp) +{ + /* + ---------------------------------------------------------------------------------------------------------------- + Purpose: Writes to the BP registers + Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg + How It Works: First the pipeline is flushed then update the bpmem with the new value. + Some of the BP cases have to call certain functions while others just update the bpmem. + some bp cases check the changes variable, because they might not have to be updated all the time + NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true) + had to be ditched and the games seem to work fine with out it. + NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong + NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC + TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly, + getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\ + just stuff geometry in them and don't put state changes there + ---------------------------------------------------------------------------------------------------------------- + */ + + // check for invalid state, else unneeded configuration are built + g_video_backend->CheckInvalidState(); + + // Debugging only, this lets you skip a bp update + //static int times = 0; + //static bool enable = false; + + //switch (bp.address) + //{ + //case BPMEM_CONSTANTALPHA: + // { + // if (times-- == 0 && enable) + // return; + // else + // break; + // } + //default: break; + //} + + // FIXME: Hangs load-state, but should fix graphic-heavy games state loading + //std::lock_guard<std::mutex> lk(s_bpCritical); + + // BEGIN ZTP SPEEDUP HACK CHANGES + // This hunk of code disables the usual pipeline flush for certain BP Writes + // that occur while the minimap is being drawn in Zelda: Twilight Princess. + // This significantly increases speed while in hyrule field. In depth discussion + // on how this Hack came to be can be found at: http://forums.dolphin-emu.com/thread-10638.html + // -fircrestsk8 + if (g_ActiveConfig.bZTPSpeedHack) + { + if (!mapTexFound) + { + if (bp.address != BPMEM_TEV_COLOR_ENV && bp.address != BPMEM_TEV_ALPHA_ENV) + { + numWrites = 0; + } + else if (++numWrites >= 100) // seem that if 100 consecutive BP writes are called to either of these addresses in ZTP, + { // then it is safe to assume the map texture address is currently loaded into the BP memory + mapTexAddress = bpmem.tex[0].texImage3[0].hex << 5; + mapTexFound = true; + WARN_LOG(VIDEO, "\nZTP map texture found at address %08x\n", mapTexAddress); + } + FlushPipeline(); + } + else if ( (bpmem.tex[0].texImage3[0].hex << 5) != mapTexAddress || + bpmem.tevorders[0].getEnable(0) == 0 || + bp.address == BPMEM_TREF) + { + FlushPipeline(); + } + } // END ZTP SPEEDUP HACK + else + { + if (((s32*)&bpmem)[bp.address] == bp.newvalue) + { + if (!(bp.address == BPMEM_TRIGGER_EFB_COPY + || bp.address == BPMEM_CLEARBBOX1 + || bp.address == BPMEM_CLEARBBOX2 + || bp.address == BPMEM_SETDRAWDONE + || bp.address == BPMEM_PE_TOKEN_ID + || bp.address == BPMEM_PE_TOKEN_INT_ID + || bp.address == BPMEM_LOADTLUT0 + || bp.address == BPMEM_LOADTLUT1 + || bp.address == BPMEM_TEXINVALIDATE + || bp.address == BPMEM_PRELOAD_MODE + || bp.address == BPMEM_CLEAR_PIXEL_PERF)) + { + return; + } + } + + FlushPipeline(); + } + + ((u32*)&bpmem)[bp.address] = bp.newvalue; + + switch (bp.address) + { + case BPMEM_GENMODE: // Set the Generation Mode + { + PRIM_LOG("genmode: texgen=%d, col=%d, multisampling=%d, tev=%d, cullmode=%d, ind=%d, zfeeze=%d", + bpmem.genMode.numtexgens, bpmem.genMode.numcolchans, + bpmem.genMode.multisampling, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode, + bpmem.genMode.numindstages, bpmem.genMode.zfreeze); + + // Only call SetGenerationMode when cull mode changes. + if (bp.changes & 0xC000) + SetGenerationMode(); + break; + } + case BPMEM_IND_MTXA: // Index Matrix Changed + case BPMEM_IND_MTXB: + case BPMEM_IND_MTXC: + case BPMEM_IND_MTXA+3: + case BPMEM_IND_MTXB+3: + case BPMEM_IND_MTXC+3: + case BPMEM_IND_MTXA+6: + case BPMEM_IND_MTXB+6: + case BPMEM_IND_MTXC+6: + if(bp.changes) + PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3); + break; + case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0 + if(bp.changes) + PixelShaderManager::SetIndTexScaleChanged(false); + break; + case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1 + if(bp.changes) + PixelShaderManager::SetIndTexScaleChanged(true); + break; + // ---------------- + // Scissor Control + // ---------------- + case BPMEM_SCISSORTL: // Scissor Rectable Top, Left + case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right + case BPMEM_SCISSOROFFSET: // Scissor Offset + SetScissor(); + VertexShaderManager::SetViewportChanged(); + break; + case BPMEM_LINEPTWIDTH: // Line Width + SetLineWidth(); + break; + case BPMEM_ZMODE: // Depth Control + PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func, + bpmem.zmode.updateenable); + SetDepthMode(); + break; + case BPMEM_BLENDMODE: // Blending Control + { + if (bp.changes & 0xFFFF) + { + PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d", + bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, + bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode); + + // Set LogicOp Blending Mode + if (bp.changes & 0xF002) // logicopenable | logicmode + SetLogicOpMode(); + + // Set Dithering Mode + if (bp.changes & 4) // dither + SetDitherMode(); + + // Set Blending Mode + if (bp.changes & 0xFF1) // blendenable | alphaupdate | dstfactor | srcfactor | subtract + SetBlendMode(); + + // Set Color Mask + if (bp.changes & 0x18) // colorupdate | alphaupdate + SetColorMask(); + } + break; + } + case BPMEM_CONSTANTALPHA: // Set Destination Alpha + { + PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable); + if(bp.changes & 0xFF) + PixelShaderManager::SetDestAlpha(); + if(bp.changes & 0x100) + SetBlendMode(); + break; + } + // This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();) + // Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing. + // Tokens are similar. + case BPMEM_SETDRAWDONE: + switch (bp.newvalue & 0xFF) + { + case 0x02: + PixelEngine::SetFinish(); // may generate interrupt + DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF)); + break; + + default: + WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF)); + break; + } + break; + case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID + PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), false); + DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF)); + break; + case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID + PixelEngine::SetToken(static_cast<u16>(bp.newvalue & 0xFFFF), true); + DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF)); + break; + // ------------------------ + // EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV. + // It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards. + case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen. + { + // The bottom right is within the rectangle + // The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function + + EFBRectangle rc; + rc.left = (int)bpmem.copyTexSrcXY.x; + rc.top = (int)bpmem.copyTexSrcXY.y; + + // Here Width+1 like Height, otherwise some textures are corrupted already since the native resolution. + rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1); + rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1); + + UPE_Copy PE_copy = bpmem.triggerEFBCopy; + + // Check if we are to copy from the EFB or draw to the XFB + if (PE_copy.copy_to_xfb == 0) + { + if (GetConfig(CONFIG_SHOWEFBREGIONS)) + stats.efb_regions.push_back(rc); + + CopyEFB(bpmem.copyTexDest << 5, PE_copy.tp_realFormat(), + bpmem.zcontrol.pixel_format, rc, PE_copy.intensity_fmt, + PE_copy.half_scale); + } + else + { + // We should be able to get away with deactivating the current bbox tracking + // here. Not sure if there's a better spot to put this. + // the number of lines copied is determined by the y scale * source efb height + + PixelEngine::bbox_active = false; + + float yScale; + if (PE_copy.scale_invert) + yScale = 256.0f / (float)bpmem.dispcopyyscale; + else + yScale = (float)bpmem.dispcopyyscale / 256.0f; + + float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale); + if ((u32)xfbLines > MAX_XFB_HEIGHT) + { + INFO_LOG(VIDEO, "Tried to scale EFB to too many XFB lines (%f)", xfbLines); + xfbLines = MAX_XFB_HEIGHT; + } + + RenderToXFB(bp, rc, yScale, xfbLines, + bpmem.copyTexDest << 5, + bpmem.copyMipMapStrideChannels << 4, + (u32)xfbLines, + s_gammaLUT[PE_copy.gamma]); + } + + // Clear the rectangular region after copying it. + if (PE_copy.clear) + { + ClearScreen(rc); + } + + break; + } + case BPMEM_LOADTLUT0: // This one updates bpmem.tlutXferSrc, no need to do anything here. + break; + case BPMEM_LOADTLUT1: // Load a Texture Look Up Table + { + u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9; + u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5; + + u8 *ptr = 0; + + // TODO - figure out a cleaner way. + if (GetConfig(CONFIG_ISWII)) + ptr = GetPointer(bpmem.tmem_config.tlut_src << 5); + else + ptr = GetPointer((bpmem.tmem_config.tlut_src & 0xFFFFF) << 5); + + if (ptr) + memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount); + else + PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tmem_config.tlut_src, bpmem.tmem_config.tlut_src << 5, (bpmem.tmem_config.tlut_src & 0xFFFFF)<< 5); + + break; + } + case BPMEM_FOGRANGE: // Fog Settings Control + case BPMEM_FOGRANGE+1: + case BPMEM_FOGRANGE+2: + case BPMEM_FOGRANGE+3: + case BPMEM_FOGRANGE+4: + case BPMEM_FOGRANGE+5: + if (!GetConfig(CONFIG_DISABLEFOG) && bp.changes) + PixelShaderManager::SetFogRangeAdjustChanged(); + break; + case BPMEM_FOGPARAM0: + case BPMEM_FOGBMAGNITUDE: + case BPMEM_FOGBEXPONENT: + case BPMEM_FOGPARAM3: + if (!GetConfig(CONFIG_DISABLEFOG) && bp.changes) + PixelShaderManager::SetFogParamChanged(); + break; + case BPMEM_FOGCOLOR: // Fog Color + if (!GetConfig(CONFIG_DISABLEFOG) && bp.changes) + PixelShaderManager::SetFogColorChanged(); + break; + case BPMEM_ALPHACOMPARE: // Compare Alpha Values + PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alpha_test.ref0, + bpmem.alpha_test.ref1, bpmem.alpha_test.comp0, bpmem.alpha_test.comp1, bpmem.alpha_test.logic); + if(bp.changes & 0xFFFF) + PixelShaderManager::SetAlpha(); + if(bp.changes) + g_renderer->SetColorMask(); + break; + case BPMEM_BIAS: // BIAS + PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias); + if(bp.changes) + PixelShaderManager::SetZTextureBias(); + break; + case BPMEM_ZTEX2: // Z Texture type + { + if (bp.changes & 3) + PixelShaderManager::SetZTextureTypeChanged(); + #if defined(_DEBUG) || defined(DEBUGFAST) + const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"}; + const char* pztype[] = {"Z8", "Z16", "Z24", "?"}; + PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]); + #endif + break; + } + // ---------------------------------- + // Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7]) + // Fields: Destination, Frame2Field, Gamma, Source + // ---------------------------------- + case BPMEM_DISPLAYCOPYFILER: // if (aa) { use sample_pattern } else { use 666666 } + case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 } + case BPMEM_DISPLAYCOPYFILER+2: // if (aa) { use sample_pattern } else { use 666666 } + case BPMEM_DISPLAYCOPYFILER+3: // if (aa) { use sample_pattern } else { use 666666 } + case BPMEM_COPYFILTER0: // if (vf) { use vfilter } else { use 595000 } + case BPMEM_COPYFILTER1: // if (vf) { use vfilter } else { use 000015 } + break; + // ----------------------------------- + // Interlacing Control + // ----------------------------------- + case BPMEM_FIELDMASK: // GX_SetFieldMask(u8 even_mask,u8 odd_mask) + case BPMEM_FIELDMODE: // GX_SetFieldMode(u8 field_mode,u8 half_aspect_ratio) + SetInterlacingMode(bp); + break; + // ---------------------------------------- + // Unimportant regs (Clock, Perf, ...) + // ---------------------------------------- + case BPMEM_BUSCLOCK0: // TB Bus Clock ? + case BPMEM_BUSCLOCK1: // TB Bus Clock ? + case BPMEM_PERF0_TRI: // Perf: Triangles + case BPMEM_PERF0_QUAD: // Perf: Quads + case BPMEM_PERF1: // Perf: Some Clock, Texels, TX, TC + break; + // ---------------- + // EFB Copy config + // ---------------- + case BPMEM_EFB_TL: // EFB Source Rect. Top, Left + case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1) + case BPMEM_EFB_ADDR: // EFB Target Address + break; + // -------------- + // Clear Config + // -------------- + case BPMEM_CLEAR_AR: // Alpha and Red Components + case BPMEM_CLEAR_GB: // Green and Blue Components + case BPMEM_CLEAR_Z: // Z Components (24-bit Zbuffer) + break; + // ------------------------- + // Bounding Box Control + // ------------------------- + case BPMEM_CLEARBBOX1: + case BPMEM_CLEARBBOX2: + { + if(g_ActiveConfig.bUseBBox) + { + // Don't compute bounding box if this frame is being skipped! + // Wrong but valid values are better than bogus values... + if(g_bSkipCurrentFrame) + break; + + if (bp.address == BPMEM_CLEARBBOX1) + { + int right = bp.newvalue >> 10; + int left = bp.newvalue & 0x3ff; + + // We should only set these if bbox is calculated properly. + PixelEngine::bbox[0] = left; + PixelEngine::bbox[1] = right; + PixelEngine::bbox_active = true; + } + else + { + int bottom = bp.newvalue >> 10; + int top = bp.newvalue & 0x3ff; + + // We should only set these if bbox is calculated properly. + PixelEngine::bbox[2] = top; + PixelEngine::bbox[3] = bottom; + PixelEngine::bbox_active = true; + } + } + } + break; + case BPMEM_TEXINVALIDATE: + // TODO: Needs some restructuring in TextureCacheBase. + break; + + case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format + OnPixelFormatChange(); + if(bp.changes & 7) + { + SetBlendMode(); // dual source could be activated by changing to PIXELFMT_RGBA6_Z24 + g_renderer->SetColorMask(); // alpha writing needs to be disabled if the new pixel format doesn't have an alpha channel + } + break; + + case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel + case BPMEM_COPYYSCALE: // Display Copy Y Scale + case BPMEM_IREF: /* 24 RID + 21 BC3 - Ind. Tex Stage 3 NTexCoord + 18 BI3 - Ind. Tex Stage 3 NTexMap + 15 BC2 - Ind. Tex Stage 2 NTexCoord + 12 BI2 - Ind. Tex Stage 2 NTexMap + 9 BC1 - Ind. Tex Stage 1 NTexCoord + 6 BI1 - Ind. Tex Stage 1 NTexMap + 3 BC0 - Ind. Tex Stage 0 NTexCoord + 0 BI0 - Ind. Tex Stage 0 NTexMap*/ + case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0 + case BPMEM_TEV_KSEL+1:// Texture Environment Swap Mode Table 1 + case BPMEM_TEV_KSEL+2:// Texture Environment Swap Mode Table 2 + case BPMEM_TEV_KSEL+3:// Texture Environment Swap Mode Table 3 + case BPMEM_TEV_KSEL+4:// Texture Environment Swap Mode Table 4 + case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5 + case BPMEM_TEV_KSEL+6:// Texture Environment Swap Mode Table 6 + case BPMEM_TEV_KSEL+7:// Texture Environment Swap Mode Table 7 + case BPMEM_BP_MASK: // This Register can be used to limit to which bits of BP registers is actually written to. the mask is + // only valid for the next BP command, and will reset itself. + case BPMEM_IND_IMASK: // Index Mask ? + case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called. + break; + + case BPMEM_CLEAR_PIXEL_PERF: + // GXClearPixMetric writes 0xAAA here, Sunshine alternates this register between values 0x000 and 0xAAA + g_perf_query->ResetQuery(); + break; + + case BPMEM_PRELOAD_ADDR: + case BPMEM_PRELOAD_TMEMEVEN: + case BPMEM_PRELOAD_TMEMODD: // Used when PRELOAD_MODE is set + break; + + case BPMEM_PRELOAD_MODE: // Set to 0 when GX_TexModeSync() is called. + // if this is different from 0, manual TMEM management is used (GX_PreloadEntireTexture). + if (bp.newvalue != 0) + { + // TODO: Not quite sure if this is completely correct (likely not) + // NOTE: libogc's implementation of GX_PreloadEntireTexture seems flawed, so it's not necessarily a good reference for RE'ing this feature. + + BPS_TmemConfig& tmem_cfg = bpmem.tmem_config; + u8* src_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5); // TODO: Should we add mask here on GC? + u32 size = tmem_cfg.preload_tile_info.count * TMEM_LINE_SIZE; + u32 tmem_addr_even = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE; + + if (tmem_cfg.preload_tile_info.type != 3) + { + if (tmem_addr_even + size > TMEM_SIZE) + size = TMEM_SIZE - tmem_addr_even; + + memcpy(texMem + tmem_addr_even, src_ptr, size); + } + else // RGBA8 tiles (and CI14, but that might just be stupid libogc!) + { + // AR and GB tiles are stored in separate TMEM banks => can't use a single memcpy for everything + u32 tmem_addr_odd = tmem_cfg.preload_tmem_odd * TMEM_LINE_SIZE; + + for (u32 i = 0; i < tmem_cfg.preload_tile_info.count; ++i) + { + if (tmem_addr_even + TMEM_LINE_SIZE > TMEM_SIZE || + tmem_addr_odd + TMEM_LINE_SIZE > TMEM_SIZE) + break; + + memcpy(texMem + tmem_addr_even, src_ptr, TMEM_LINE_SIZE); + memcpy(texMem + tmem_addr_odd, src_ptr + TMEM_LINE_SIZE, TMEM_LINE_SIZE); + tmem_addr_even += TMEM_LINE_SIZE; + tmem_addr_odd += TMEM_LINE_SIZE; + src_ptr += TMEM_LINE_SIZE * 2; + } + } + } + break; + + // ------------------------------------------------ + // On Default, we try to look for other things + // before we give up and say its an unknown opcode + // ------------------------------------------------ + default: + switch (bp.address & 0xFC) // Texture sampler filter + { + // ------------------------- + // Texture Environment Order + // ------------------------- + case BPMEM_TREF: + case BPMEM_TREF+4: + break; + // ---------------------- + // Set wrap size + // ---------------------- + case BPMEM_SU_SSIZE: + case BPMEM_SU_TSIZE: + case BPMEM_SU_SSIZE+2: + case BPMEM_SU_TSIZE+2: + case BPMEM_SU_SSIZE+4: + case BPMEM_SU_TSIZE+4: + case BPMEM_SU_SSIZE+6: + case BPMEM_SU_TSIZE+6: + case BPMEM_SU_SSIZE+8: + case BPMEM_SU_TSIZE+8: + case BPMEM_SU_SSIZE+10: + case BPMEM_SU_TSIZE+10: + case BPMEM_SU_SSIZE+12: + case BPMEM_SU_TSIZE+12: + case BPMEM_SU_SSIZE+14: + case BPMEM_SU_TSIZE+14: + if(bp.changes) + PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1); + break; + // ------------------------ + // BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S + // BPMEM_TX_SETMODE1 - (LOD Stuff) - Max LOD, Min LOD + // ------------------------ + case BPMEM_TX_SETMODE0: // (0x90 for linear) + case BPMEM_TX_SETMODE0_4: + break; + + case BPMEM_TX_SETMODE1: + case BPMEM_TX_SETMODE1_4: + break; + // -------------------------------------------- + // BPMEM_TX_SETIMAGE0 - Texture width, height, format + // BPMEM_TX_SETIMAGE1 - even LOD address in TMEM - Image Type, Cache Height, Cache Width, TMEM Offset + // BPMEM_TX_SETIMAGE2 - odd LOD address in TMEM - Cache Height, Cache Width, TMEM Offset + // BPMEM_TX_SETIMAGE3 - Address of Texture in main memory + // -------------------------------------------- + case BPMEM_TX_SETIMAGE0: + case BPMEM_TX_SETIMAGE0_4: + case BPMEM_TX_SETIMAGE1: + case BPMEM_TX_SETIMAGE1_4: + case BPMEM_TX_SETIMAGE2: + case BPMEM_TX_SETIMAGE2_4: + case BPMEM_TX_SETIMAGE3: + case BPMEM_TX_SETIMAGE3_4: + break; + // ------------------------------- + // Set a TLUT + // BPMEM_TX_SETTLUT - Format, TMEM Offset (offset of TLUT from start of TMEM high bank > > 5) + // ------------------------------- + case BPMEM_TX_SETTLUT: + case BPMEM_TX_SETLUT_4: + break; + + // --------------------------------------------------- + // Set the TEV Color + // --------------------------------------------------- + case BPMEM_TEV_REGISTER_L: // Reg 1 + case BPMEM_TEV_REGISTER_H: + case BPMEM_TEV_REGISTER_L+2: // Reg 2 + case BPMEM_TEV_REGISTER_H+2: + case BPMEM_TEV_REGISTER_L+4: // Reg 3 + case BPMEM_TEV_REGISTER_H+4: + case BPMEM_TEV_REGISTER_L+6: // Reg 4 + case BPMEM_TEV_REGISTER_H+6: + // some games only send the _L part, so always update + // there actually are 2 register behind each of these + // addresses, selected by the type bit. + { + // don't compare with changes! + int num = (bp.address >> 1) & 0x3; + if ((bp.address & 1) == 0) + PixelShaderManager::SetColorChanged(bpmem.tevregs[num].low.type, num); + else + PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num); + } + break; + + // ------------------------------------------------ + // On Default, we try to look for other things + // before we give up and say its an unknown opcode + // again ... + // ------------------------------------------------ + default: + switch (bp.address & 0xF0) + { + // -------------- + // Indirect Tev + // -------------- + case BPMEM_IND_CMD: + case BPMEM_IND_CMD+1: + case BPMEM_IND_CMD+2: + case BPMEM_IND_CMD+3: + case BPMEM_IND_CMD+4: + case BPMEM_IND_CMD+5: + case BPMEM_IND_CMD+6: + case BPMEM_IND_CMD+7: + case BPMEM_IND_CMD+8: + case BPMEM_IND_CMD+9: + case BPMEM_IND_CMD+10: + case BPMEM_IND_CMD+11: + case BPMEM_IND_CMD+12: + case BPMEM_IND_CMD+13: + case BPMEM_IND_CMD+14: + case BPMEM_IND_CMD+15: + break; + // -------------------------------------------------- + // Set Color/Alpha of a Tev + // BPMEM_TEV_COLOR_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D + // BPMEM_TEV_ALPHA_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D, T Swap, R Swap + // -------------------------------------------------- + case BPMEM_TEV_COLOR_ENV: // Texture Environment 1 + case BPMEM_TEV_ALPHA_ENV: + case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2 + case BPMEM_TEV_ALPHA_ENV+2: + case BPMEM_TEV_COLOR_ENV+4: // Texture Environment 3 + case BPMEM_TEV_ALPHA_ENV+4: + case BPMEM_TEV_COLOR_ENV+6: // Texture Environment 4 + case BPMEM_TEV_ALPHA_ENV+6: + case BPMEM_TEV_COLOR_ENV+8: // Texture Environment 5 + case BPMEM_TEV_ALPHA_ENV+8: + case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 6 + case BPMEM_TEV_ALPHA_ENV+10: + case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 7 + case BPMEM_TEV_ALPHA_ENV+12: + case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 8 + case BPMEM_TEV_ALPHA_ENV+14: + case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 9 + case BPMEM_TEV_ALPHA_ENV+16: + case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 10 + case BPMEM_TEV_ALPHA_ENV+18: + case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 11 + case BPMEM_TEV_ALPHA_ENV+20: + case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 12 + case BPMEM_TEV_ALPHA_ENV+22: + case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 13 + case BPMEM_TEV_ALPHA_ENV+24: + case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 14 + case BPMEM_TEV_ALPHA_ENV+26: + case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 15 + case BPMEM_TEV_ALPHA_ENV+28: + case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 16 + case BPMEM_TEV_ALPHA_ENV+30: + break; + default: + WARN_LOG(VIDEO, "Unknown BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue); + break; + } + } +} +} + +// Called when loading a saved state. +void BPReload() +{ + // restore anything that goes straight to the renderer. + // let's not risk actually replaying any writes. + // note that PixelShaderManager is already covered since it has its own DoState. + SetGenerationMode(); + SetScissor(); + SetLineWidth(); + SetDepthMode(); + SetLogicOpMode(); + SetDitherMode(); + SetBlendMode(); + SetColorMask(); + OnPixelFormatChange(); + { + BPCmd bp = {BPMEM_FIELDMASK, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMASK])}; + SetInterlacingMode(bp); + } + { + BPCmd bp = {BPMEM_FIELDMODE, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMODE])}; + SetInterlacingMode(bp); + } +} |
