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authoromegadox <omegadox@gmail.com>2009-04-06 15:24:40 +0000
committeromegadox <omegadox@gmail.com>2009-04-06 15:24:40 +0000
commit67834f960e6ba8405b77453d61d025491396ff51 (patch)
tree51ead64073c5346b4b0431c06aabe7b66a36a922 /Source/Core/VideoCommon/Src/BPStructs.cpp
parentc126c5a9f96f7ac3ce881aa3071a19c62edc5b97 (diff)
Direct3D9 plugin now uses BPFunctions and removed its BPStructs. Some cleanup and commenting in BPStructs.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2897 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/BPStructs.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/BPStructs.cpp157
1 files changed, 87 insertions, 70 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp
index 19da24c529..82463df07a 100644
--- a/Source/Core/VideoCommon/Src/BPStructs.cpp
+++ b/Source/Core/VideoCommon/Src/BPStructs.cpp
@@ -15,6 +15,8 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
+#include <cmath>
+
#include "Profiler.h"
#include "Statistics.h"
#include "VideoCommon.h"
@@ -46,27 +48,28 @@ void BPInit()
// ----------------------------------------------------------------------------------------------------------
void BPWritten(const BreakPoint& bp)
{
- // If nothing changed, return
- //if ((bp.changes == 0 ? false : true))
- // return;
- // Flush the pipeline then update the BreakPoint Memory
+ // --------------------------------------------------------------------------------------------------------
+ // 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.
+ // --------------------------------------------------------------------------------------------------------
+
FlushPipeline();
((u32*)&bpmem)[bp.address] = bp.newvalue;
switch (bp.address)
{
- // -----------------------------------------------------
- // BPs that calls other code besides updating the memory
- // -----------------------------------------------------
- case BPMEM_GENMODE:
+ case BPMEM_GENMODE: // Set the Generation Mode
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
- SetGenerationMode();
+ SetGenerationMode(bp);
break;
- case BPMEM_IND_MTXA:
+ case BPMEM_IND_MTXA: // Index Matrix Changed
case BPMEM_IND_MTXB:
case BPMEM_IND_MTXC:
case BPMEM_IND_MTXA+3:
@@ -83,17 +86,18 @@ void BPWritten(const BreakPoint& bp)
break;
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
+ case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(bp);
break;
- case BPMEM_LINEPTWIDTH:
- SetLineWidth();
+ case BPMEM_LINEPTWIDTH: // Line Width
+ SetLineWidth(bp);
break;
- case BPMEM_ZMODE:
+ case BPMEM_ZMODE: // Depth Control
PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
- SetDepthMode();
+ SetDepthMode(bp);
break;
- case BPMEM_BLENDMODE:
+ 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",
@@ -103,37 +107,37 @@ void BPWritten(const BreakPoint& bp)
if (bp.changes & 2)
{
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
- SetLogicOpMode();
+ SetLogicOpMode(bp);
}
// Set Dithering Mode
if (bp.changes & 4)
{
SETSTAT(stats.dither, bpmem.blendmode.dither);
- SetDitherMode();
+ SetDitherMode(bp);
}
// Set Blending Mode
if (bp.changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
- SetBlendMode();
+ SetBlendMode(bp);
}
// Set Color Mask
if (bp.changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
- SetColorMask();
+ SetColorMask(bp);
}
}
break;
- case BPMEM_CONSTANTALPHA:
+ case BPMEM_CONSTANTALPHA: // Set Destination Alpha
PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
break;
- case BPMEM_SETDRAWDONE:
+ case BPMEM_SETDRAWDONE: // This is called when the game is done drawing (eg: like in DX: Begin(); Draw(); End();)
switch (bp.newvalue & 0xFF)
{
case 0x02:
@@ -146,18 +150,18 @@ void BPWritten(const BreakPoint& bp)
break;
}
break;
- case BPMEM_PE_TOKEN_ID:
+ case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID
g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
break;
- case BPMEM_PE_TOKEN_INT_ID:
+ case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID
g_VideoInitialize.pSetPEToken(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:
+ case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen.
{
DVSTARTSUBPROFILE("LoadBPReg:swap");
// The bottom right is within the rectangle
@@ -171,6 +175,7 @@ void BPWritten(const BreakPoint& bp)
float MValueX = GetRendererTargetScaleX();
float MValueY = GetRendererTargetScaleY();
+
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
@@ -188,38 +193,35 @@ void BPWritten(const BreakPoint& bp)
{
if (GetConfig(CONFIG_SHOWEFBREGIONS))
stats.efb_regions.push_back(rc);
- u32 address = bpmem.copyTexDest << 5;
- bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24);
- bool isIntensity = (PE_copy.intensity_fmt > 0);
- u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8));
- bool scaleByHalf = (PE_copy.half_scale > 0);
- CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf);
+
+ CopyEFB(bp, rc, bpmem.copyTexDest << 5,
+ bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
+ PE_copy.intensity_fmt > 0,
+ ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)),
+ PE_copy.half_scale > 0);
}
else
{
// the number of lines copied is determined by the y scale * source efb height
- float yScale = bpmem.dispcopyyscale / 256.0f;
- float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
- u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5);
- u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4);
- u32 dstHeight = (u32)xfbLines;
- RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight);
+ const float yScale = bpmem.dispcopyyscale / 256.0f;
+ const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
+ RenderToXFB(bp, multirc, yScale, xfbLines,
+ Memory_GetPtr(bpmem.copyTexDest << 5),
+ bpmem.copyMipMapStrideChannels << 4,
+ (u32)ceil(xfbLines));
}
// ----------------------------------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// ----------------------------------------------------------------------------------
if (PE_copy.clear)
- ClearScreen(multirc);
+ ClearScreen(bp, multirc);
- RestoreRenderState();
+ RestoreRenderState(bp);
break;
}
- case BPMEM_SCISSOROFFSET:
- SetScissorRectangle();
- break;
- case BPMEM_LOADTLUT0:
+ case BPMEM_LOADTLUT0: // Load the Texture Look Up Table
case BPMEM_LOADTLUT1:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
@@ -244,7 +246,7 @@ void BPWritten(const BreakPoint& bp)
// Not sure if it's a good idea, though. For now, we hash texture palettes
}
break;
- case BPMEM_FOGRANGE:
+ case BPMEM_FOGRANGE: // Fog Settings Control
case BPMEM_FOGPARAM0:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGBEXPONENT:
@@ -252,7 +254,7 @@ void BPWritten(const BreakPoint& bp)
if(!GetConfig(CONFIG_DISABLEFOG))
PixelShaderManager::SetFogParamChanged();
break;
- case BPMEM_FOGCOLOR:
+ case BPMEM_FOGCOLOR: // Fog Color
PixelShaderManager::SetFogColorChanged();
break;
case BPMEM_ALPHACOMPARE:
@@ -264,7 +266,7 @@ void BPWritten(const BreakPoint& bp)
PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
break;
- case BPMEM_ZTEX2:
+ case BPMEM_ZTEX2: // Z Texture type
{
if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
@@ -276,36 +278,40 @@ void BPWritten(const BreakPoint& bp)
break;
}
- // --------------------------------------
- // BPs that only flush and update memory
- // --------------------------------------
- case BPMEM_DISPLAYCOPYFILER:
+ case BPMEM_DISPLAYCOPYFILER: // Display Filtering Control
case BPMEM_DISPLAYCOPYFILER+1:
case BPMEM_DISPLAYCOPYFILER+2:
case BPMEM_DISPLAYCOPYFILER+3:
- case BPMEM_IND_IMASK:
- case BPMEM_SU_COUNTER:
+ case BPMEM_COPYFILTER0:
+ case BPMEM_COPYFILTER1:
+ break;
+ case BPMEM_SU_COUNTER: // Counters
case BPMEM_RAS_COUNTER:
- case BPMEM_IREF:
- case BPMEM_PE_CONTROL:
- case BPMEM_FIELDMASK:
- case BPMEM_CLOCK0:
- case BPMEM_EFB_TL: // EFB Source Rect. Top, Left
- case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1)
+ break;
+ case BPMEM_FIELDMASK: // Field Control
+ case BPMEM_FIELDMODE:
+ break;
+ case BPMEM_CLOCK0: // Debugging info
+ case BPMEM_CLOCK1:
+ case BPMEM_SETGPMETRIC:
+ break;
+ 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
- case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
- case BPMEM_COPYYSCALE: // Display Copy Y Scale
+ break;
case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components
case BPMEM_CLEAR_GB: // Green and Blue
- case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
- case BPMEM_COPYFILTER0:
- case BPMEM_COPYFILTER1:
+ case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value
+ break;
case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes..
case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes
- case BPMEM_TEXINVALIDATE:
- case BPMEM_SETGPMETRIC: // Debugging info
- case BPMEM_FIELDMODE:
- case BPMEM_CLOCK1:
+ break;
+ case BPMEM_IREF:
+ case BPMEM_PE_CONTROL: // Pixel Engine Control (GXSetZCompLoc, GXPixModeSync)
+ case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
+ case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
+ case BPMEM_COPYYSCALE: // Display Copy Y Scale
+ break;
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
@@ -314,7 +320,9 @@ void BPWritten(const BreakPoint& bp)
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:
+ break;
+ case BPMEM_BP_MASK: // Masks
+ case BPMEM_IND_IMASK:
break;
// ------------------------------------------------
@@ -332,6 +340,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TREF+5:
case BPMEM_TREF+6:
case BPMEM_TREF+7:
+ break;
case BPMEM_SU_SSIZE: // Texture Wrap Size U?
case BPMEM_SU_TSIZE: // Texture Wrap Size V?
case BPMEM_SU_SSIZE+2:
@@ -348,6 +357,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_SU_TSIZE+12:
case BPMEM_SU_SSIZE+14:
case BPMEM_SU_TSIZE+14:
+ break;
case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0
case BPMEM_TX_SETMODE0+1:
case BPMEM_TX_SETMODE0+2:
@@ -356,6 +366,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETMODE1+1:
case BPMEM_TX_SETMODE1+2:
case BPMEM_TX_SETMODE1+3:
+ SetSamplerState(bp);
+ break;
case BPMEM_TX_SETIMAGE0: // Texture Size ?
case BPMEM_TX_SETIMAGE0+1:
case BPMEM_TX_SETIMAGE0+2:
@@ -372,18 +384,21 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3+1:
case BPMEM_TX_SETIMAGE3+2:
case BPMEM_TX_SETIMAGE3+3:
+ break;
case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!)
case BPMEM_TX_LOADTLUT_0+1:
case BPMEM_TX_LOADTLUT_0+2:
case BPMEM_TX_LOADTLUT_0+3:
- case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
+ break;
+ case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8
case BPMEM_TX_SETMODE0_4+1:
case BPMEM_TX_SETMODE0_4+2:
case BPMEM_TX_SETMODE0_4+3:
- case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
+ case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8
case BPMEM_TX_SETMODE1_4+1:
case BPMEM_TX_SETMODE1_4+2:
case BPMEM_TX_SETMODE1_4+3:
+ break;
case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8
case BPMEM_TX_SETIMAGE0_4+1:
case BPMEM_TX_SETIMAGE0_4+2:
@@ -400,7 +415,8 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_TX_SETIMAGE3_4+1:
case BPMEM_TX_SETIMAGE3_4+2:
case BPMEM_TX_SETIMAGE3_4+3:
- case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
+ break;
+ case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8
case BPMEM_TX_SETLUT_4+1:
case BPMEM_TX_SETLUT_4+2:
case BPMEM_TX_SETLUT_4+3:
@@ -444,6 +460,7 @@ void BPWritten(const BreakPoint& bp)
case BPMEM_IND_CMD+13:
case BPMEM_IND_CMD+14:
case BPMEM_IND_CMD+15:
+ break;
case BPMEM_TEV_COLOR_ENV: // Texture Environment 1
case BPMEM_TEV_ALPHA_ENV:
case BPMEM_TEV_COLOR_ENV+2: // Texture Environment 2