summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/Src/BPStructs.cpp
diff options
context:
space:
mode:
authornakeee <nakeee@gmail.com>2009-06-22 09:31:30 +0000
committernakeee <nakeee@gmail.com>2009-06-22 09:31:30 +0000
commit6b2855de5e8215621a83830b3232c2f910048ce0 (patch)
tree98407c00f4640dd409cb5bd06b4b33981c8b4e09 /Source/Core/VideoCommon/Src/BPStructs.cpp
parent5bcf69cbd672f26a3069b689fd70318089d2a90c (diff)
revert last 2 commits
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3533 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/BPStructs.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/BPStructs.cpp596
1 files changed, 596 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp
new file mode 100644
index 0000000000..734b186cd5
--- /dev/null
+++ b/Source/Core/VideoCommon/Src/BPStructs.cpp
@@ -0,0 +1,596 @@
+// Copyright (C) 2003-2009 Dolphin Project.
+
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, version 2.0.
+
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// 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"
+#include "PixelShaderManager.h"
+#include "BPFunctions.h"
+#include "BPStructs.h"
+#include "TextureDecoder.h"
+#include "OpcodeDecoding.h"
+#include "VertexLoader.h"
+#include "VertexShaderManager.h"
+
+using namespace BPFunctions;
+
+void BPInit()
+{
+ memset(&bpmem, 0, sizeof(bpmem));
+ bpmem.bpMask = 0xFFFFFF;
+}
+
+// ----------------------------------------------------------------------------------------------------------
+// Write to the Bypass Memory (Bypass Raster State Registers)
+/* ------------------
+ Called:
+ At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
+ 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. */
+// ----------------------------------------------------------------------------------------------------------
+void BPWritten(const Bypass& bp)
+{
+ // --------------------------------------------------------------------------------------------------------
+ // 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 Registers
+ // --------------------------------------------------------------------------------------------------------
+
+ // 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;
+ //}
+
+ FlushPipeline();
+ ((u32*)&bpmem)[bp.address] = bp.newvalue;
+
+ switch (bp.address)
+ {
+ 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(bp);
+ 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:
+ PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
+ break;
+ case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
+ PixelShaderManager::SetIndTexScaleChanged(0x03);
+ case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
+ PixelShaderManager::SetIndTexScaleChanged(0x0c);
+ 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: // Line Width
+ SetLineWidth(bp);
+ 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(bp);
+ 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 & 2)
+ {
+ SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
+ SetLogicOpMode(bp);
+ }
+ // Set Dithering Mode
+ if (bp.changes & 4)
+ {
+ SETSTAT(stats.dither, bpmem.blendmode.dither);
+ SetDitherMode(bp);
+ }
+ // Set Blending Mode
+ if (bp.changes & 0xFE1)
+ {
+ SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
+ SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
+ SetBlendMode(bp);
+ }
+ // Set Color Mask
+ if (bp.changes & 0x18)
+ {
+ SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
+ SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
+ SetColorMask(bp);
+ }
+ }
+ break;
+ }
+ 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;
+ }
+ // This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
+ case BPMEM_SETDRAWDONE:
+ switch (bp.newvalue & 0xFF)
+ {
+ case 0x02:
+ g_VideoInitialize.pSetPEFinish(); // 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
+ 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: // 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: // Copy EFB Region or Render to the XFB or Clear the screen.
+ {
+ DVSTARTSUBPROFILE("LoadBPReg:swap");
+ // 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
+ TRectangle rc = {
+ (int)(bpmem.copyTexSrcXY.x),
+ (int)(bpmem.copyTexSrcXY.y),
+ (int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)),
+ (int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1))
+ };
+
+ 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 = {
+ (int)(bpmem.copyTexSrcXY.x * MValueX),
+ (int)(bpmem.copyTexSrcXY.y * MValueY),
+ (int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)),
+ (int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY))
+ };
+ UPE_Copy PE_copy;
+ PE_copy.Hex = 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(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
+ 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(bp, multirc);
+
+ RestoreRenderState(bp);
+
+ break;
+ }
+ case BPMEM_LOADTLUT0: // Load a Texture Look Up Table
+ case BPMEM_LOADTLUT1:
+ {
+ DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
+
+ 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.tlutXferSrc << 5);
+ else
+ ptr = GetPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5);
+
+ if (ptr)
+ memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
+ else
+ PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5);
+
+ // TODO(ector) : kill all textures that use this palette
+ // Not sure if it's a good idea, though. For now, we hash texture palettes
+ break;
+ }
+ case BPMEM_FOGRANGE: // Fog Settings Control
+ case BPMEM_FOGPARAM0:
+ case BPMEM_FOGBMAGNITUDE:
+ case BPMEM_FOGBEXPONENT:
+ case BPMEM_FOGPARAM3:
+ if(!GetConfig(CONFIG_DISABLEFOG))
+ PixelShaderManager::SetFogParamChanged();
+ break;
+ case BPMEM_FOGCOLOR: // Fog Color
+ PixelShaderManager::SetFogColorChanged();
+ break;
+ case BPMEM_ALPHACOMPARE: // Compare Alpha Values
+ PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alphaFunc.ref0,
+ bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
+ PixelShaderManager::SetAlpha(bpmem.alphaFunc);
+ break;
+ case BPMEM_BIAS: // BIAS
+ PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
+ PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
+ 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
+ // Fields: Destination, Frame2Field, Gamma, Source
+ // TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
+ // ----------------------------------
+ case BPMEM_DISPLAYCOPYFILER:
+ case BPMEM_DISPLAYCOPYFILER+1:
+ case BPMEM_DISPLAYCOPYFILER+2:
+ case BPMEM_DISPLAYCOPYFILER+3:
+ case BPMEM_COPYFILTER0: //GXSetCopyFilter
+ case BPMEM_COPYFILTER1:
+ break;
+ case BPMEM_FIELDMASK: // Interlacing Control
+ case BPMEM_FIELDMODE:
+ SetInterlacingMode(bp);
+ break;
+ // ---------------------------------------------------
+ // Debugging/Profiling info, we don't care about them
+ // ---------------------------------------------------
+ case BPMEM_CLOCK0: // Some Clock
+ case BPMEM_CLOCK1: // Some Clock
+ case BPMEM_SU_COUNTER: // Pixel or Poly Count
+ case BPMEM_RAS_COUNTER: // Sound Count of something in the Texture Units
+ case BPMEM_SETGPMETRIC: // Set the Graphic Processor Metric
+ 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;
+ // -------------------------
+ // Culling Occulsion, we don't support this
+ // let's hope not many games use bboxes..
+ // TODO(ector): add something that watches bboxes
+ // -------------------------
+ case BPMEM_CLEARBBOX1:
+ case BPMEM_CLEARBBOX2:
+ break;
+ case BPMEM_ZCOMPARE: // Set the Z-Compare
+ 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
+ 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 */
+ 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
+ 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
+ break;
+ 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 ?
+ break;
+ case BPMEM_UNKNOWN: // This is always set to 0xF at boot of any game, so this sounds like a useless reg
+ if (bp.newvalue != 0x0F)
+ PanicAlert("Unknown is not 0xF! val = 0x%08x", bp.newvalue);
+ break;
+
+ // Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
+ // Are these related to BBox?
+ case BPMEM_UNKNOWN1:
+ case BPMEM_UNKNOWN2:
+ case BPMEM_UNKNOWN3:
+ case BPMEM_UNKNOWN4:
+ 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+1:
+ case BPMEM_TREF+2:
+ case BPMEM_TREF+3:
+ case BPMEM_TREF+4:
+ case BPMEM_TREF+5:
+ case BPMEM_TREF+6:
+ case BPMEM_TREF+7:
+ 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:
+ 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+1:
+ case BPMEM_TX_SETMODE0+2:
+ case BPMEM_TX_SETMODE0+3:
+ case BPMEM_TX_SETMODE1:
+ case BPMEM_TX_SETMODE1+1:
+ case BPMEM_TX_SETMODE1+2:
+ case BPMEM_TX_SETMODE1+3:
+ case BPMEM_TX_SETMODE0_4:
+ case BPMEM_TX_SETMODE0_4+1:
+ case BPMEM_TX_SETMODE0_4+2:
+ case BPMEM_TX_SETMODE0_4+3:
+ case BPMEM_TX_SETMODE1_4:
+ case BPMEM_TX_SETMODE1_4+1:
+ case BPMEM_TX_SETMODE1_4+2:
+ case BPMEM_TX_SETMODE1_4+3:
+ SetSamplerState(bp);
+ 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+1:
+ case BPMEM_TX_SETIMAGE0+2:
+ case BPMEM_TX_SETIMAGE0+3:
+ case BPMEM_TX_SETIMAGE0_4:
+ case BPMEM_TX_SETIMAGE0_4+1:
+ case BPMEM_TX_SETIMAGE0_4+2:
+ case BPMEM_TX_SETIMAGE0_4+3:
+ case BPMEM_TX_SETIMAGE1:
+ case BPMEM_TX_SETIMAGE1+1:
+ case BPMEM_TX_SETIMAGE1+2:
+ case BPMEM_TX_SETIMAGE1+3:
+ case BPMEM_TX_SETIMAGE1_4:
+ case BPMEM_TX_SETIMAGE1_4+1:
+ case BPMEM_TX_SETIMAGE1_4+2:
+ case BPMEM_TX_SETIMAGE1_4+3:
+ case BPMEM_TX_SETIMAGE2:
+ case BPMEM_TX_SETIMAGE2+1:
+ case BPMEM_TX_SETIMAGE2+2:
+ case BPMEM_TX_SETIMAGE2+3:
+ case BPMEM_TX_SETIMAGE2_4:
+ case BPMEM_TX_SETIMAGE2_4+1:
+ case BPMEM_TX_SETIMAGE2_4+2:
+ case BPMEM_TX_SETIMAGE2_4+3:
+ case BPMEM_TX_SETIMAGE3:
+ case BPMEM_TX_SETIMAGE3+1:
+ case BPMEM_TX_SETIMAGE3+2:
+ case BPMEM_TX_SETIMAGE3+3:
+ case BPMEM_TX_SETIMAGE3_4:
+ case BPMEM_TX_SETIMAGE3_4+1:
+ case BPMEM_TX_SETIMAGE3_4+2:
+ case BPMEM_TX_SETIMAGE3_4+3:
+ 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_SETTLUT+1:
+ case BPMEM_TX_SETTLUT+2:
+ case BPMEM_TX_SETTLUT+3:
+ case BPMEM_TX_SETLUT_4:
+ case BPMEM_TX_SETLUT_4+1:
+ case BPMEM_TX_SETLUT_4+2:
+ case BPMEM_TX_SETLUT_4+3:
+ 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:
+ {
+ if (bp.address & 1)
+ {
+ // don't compare with changes!
+ int num = (bp.address >> 1 ) & 0x3;
+ 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+8: // Texture Environment 4
+ case BPMEM_TEV_ALPHA_ENV+8:
+ case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 5
+ case BPMEM_TEV_ALPHA_ENV+10:
+ case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 6
+ case BPMEM_TEV_ALPHA_ENV+12:
+ case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 7
+ case BPMEM_TEV_ALPHA_ENV+14:
+ case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 8
+ case BPMEM_TEV_ALPHA_ENV+16:
+ case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 9
+ case BPMEM_TEV_ALPHA_ENV+18:
+ case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 10
+ case BPMEM_TEV_ALPHA_ENV+20:
+ case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 11
+ case BPMEM_TEV_ALPHA_ENV+22:
+ case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 12
+ case BPMEM_TEV_ALPHA_ENV+24:
+ case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 13
+ case BPMEM_TEV_ALPHA_ENV+26:
+ case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 14
+ case BPMEM_TEV_ALPHA_ENV+28:
+ case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 15
+ case BPMEM_TEV_ALPHA_ENV+30:
+ case BPMEM_TEV_COLOR_ENV+32: // Texture Environment 16
+ case BPMEM_TEV_ALPHA_ENV+32:
+ break;
+ default:
+ WARN_LOG(VIDEO, "Unknown Bypass opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
+ break;
+ }
+
+ }
+
+ }
+}
+