diff options
| author | LPFaint99 <lpfaint99@gmail.com> | 2009-07-06 02:10:26 +0000 |
|---|---|---|
| committer | LPFaint99 <lpfaint99@gmail.com> | 2009-07-06 02:10:26 +0000 |
| commit | a41c1b2d0a9fab51f8a75ccdb7dba0890f766820 (patch) | |
| tree | 5cc47f2330d83ece993db6443e944c103235821b /Source/Core/VideoCommon/Src/BPStructs.cpp | |
| parent | 23f3e327e2f96843b0deebafddef12d195d73381 (diff) | |
add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests
add *.aps to ignore list for DolphinWX dir
add eol-style native to 120 or so files
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3689 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/BPStructs.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/BPStructs.cpp | 1220 |
1 files changed, 610 insertions, 610 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp index 19540bfca3..3780edb0b3 100644 --- a/Source/Core/VideoCommon/Src/BPStructs.cpp +++ b/Source/Core/VideoCommon/Src/BPStructs.cpp @@ -1,610 +1,610 @@ -// 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)
- SetLogicOpMode(bp);
- // Set Dithering Mode
- if (bp.changes & 4)
- SetDitherMode(bp);
- // Set Blending Mode
- if (bp.changes & 0xFE1)
- SetBlendMode(bp);
- // Set Color Mask
- if (bp.changes & 0x18)
- SetColorMask(bp);
- }
- break;
- }
- case BPMEM_CONSTANTALPHA: // Set Destination Alpha
- {
- PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
- PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
- 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:
- 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
- {
- // 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
-#ifdef BBOX_SUPPORT
- *g_VideoInitialize.pBBoxActive = false;
-#endif
- const float yScale = bpmem.dispcopyyscale / 256.0f;
- const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
- RenderToXFB(bp, multirc, yScale, xfbLines,
- 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;
- // -------------------------
- // Bounding Box support
- // -------------------------
- case BPMEM_CLEARBBOX1:
- case BPMEM_CLEARBBOX2: {
-
-#ifdef BBOX_SUPPORT
- // which is which? these are GUESSES!
- 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.
- g_VideoInitialize.pBBox[0] = left;
- g_VideoInitialize.pBBox[1] = right;
- *g_VideoInitialize.pBBoxActive = true;
- // WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right);
- } else {
- int bottom = bp.newvalue >> 10;
- int top = bp.newvalue & 0x3ff;
-
- // We should only set these if bbox is calculated properly.
- g_VideoInitialize.pBBox[2] = top;
- g_VideoInitialize.pBBox[3] = bottom;
- *g_VideoInitialize.pBBoxActive = true;
- // WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom);
- }
-#endif
- break;
- }
- case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format
- 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;
-
- case BPMEM_UNKNOWN1:
- case BPMEM_UNKNOWN2:
- case BPMEM_UNKNOWN3:
- case BPMEM_UNKNOWN4:
- // Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
- // Are these related to BBox?
- 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;
- }
-
- }
-
- }
-}
-
+// 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) + SetLogicOpMode(bp); + // Set Dithering Mode + if (bp.changes & 4) + SetDitherMode(bp); + // Set Blending Mode + if (bp.changes & 0xFE1) + SetBlendMode(bp); + // Set Color Mask + if (bp.changes & 0x18) + SetColorMask(bp); + } + break; + } + case BPMEM_CONSTANTALPHA: // Set Destination Alpha + { + PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable); + PixelShaderManager::SetDestAlpha(bpmem.dstalpha); + 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: + 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 + { + // 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 +#ifdef BBOX_SUPPORT + *g_VideoInitialize.pBBoxActive = false; +#endif + const float yScale = bpmem.dispcopyyscale / 256.0f; + const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale); + RenderToXFB(bp, multirc, yScale, xfbLines, + 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; + // ------------------------- + // Bounding Box support + // ------------------------- + case BPMEM_CLEARBBOX1: + case BPMEM_CLEARBBOX2: { + +#ifdef BBOX_SUPPORT + // which is which? these are GUESSES! + 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. + g_VideoInitialize.pBBox[0] = left; + g_VideoInitialize.pBBox[1] = right; + *g_VideoInitialize.pBBoxActive = true; + // WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right); + } else { + int bottom = bp.newvalue >> 10; + int top = bp.newvalue & 0x3ff; + + // We should only set these if bbox is calculated properly. + g_VideoInitialize.pBBox[2] = top; + g_VideoInitialize.pBBox[3] = bottom; + *g_VideoInitialize.pBBoxActive = true; + // WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom); + } +#endif + break; + } + case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format + 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; + + case BPMEM_UNKNOWN1: + case BPMEM_UNKNOWN2: + case BPMEM_UNKNOWN3: + case BPMEM_UNKNOWN4: + // Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90 + // Are these related to BBox? + 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; + } + + } + + } +} + |
