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-rw-r--r--Source/Core/VideoCommon/Src/BPStructs.cpp131
1 files changed, 66 insertions, 65 deletions
diff --git a/Source/Core/VideoCommon/Src/BPStructs.cpp b/Source/Core/VideoCommon/Src/BPStructs.cpp
index 2a0fecf0a3..e620f80b43 100644
--- a/Source/Core/VideoCommon/Src/BPStructs.cpp
+++ b/Source/Core/VideoCommon/Src/BPStructs.cpp
@@ -17,6 +17,7 @@
#include <cmath>
+#include "VideoConfig.h"
#include "Profiler.h"
#include "Statistics.h"
#include "Render.h"
@@ -35,8 +36,8 @@ using namespace BPFunctions;
void BPInit()
{
- memset(&bpmem, 0, sizeof(bpmem));
- bpmem.bpMask = 0xFFFFFF;
+ memset(&bpmem, 0, sizeof(bpmem));
+ bpmem.bpMask = 0xFFFFFF;
}
void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xfbLines, u32 xfbAddr, const u32 dstWidth, const u32 dstHeight)
@@ -46,22 +47,22 @@ void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xf
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.
- ----------------------------------------------------------------------------------------------------------------
- */
+ /*
+ ----------------------------------------------------------------------------------------------------------------
+ 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
+ ----------------------------------------------------------------------------------------------------------------
+ */
// Debugging only, this lets you skip a bp update
//static int times = 0;
@@ -83,13 +84,13 @@ void BPWritten(const BPCmd& bp)
//s_bpCritical.Enter();
FlushPipeline();
- ((u32*)&bpmem)[bp.address] = bp.newvalue;
+ ((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",
+ PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, cullmode=%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);
@@ -108,9 +109,9 @@ void BPWritten(const BPCmd& bp)
PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
break;
case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
- PixelShaderManager::SetIndTexScaleChanged(0x03);
+ PixelShaderManager::SetIndTexScaleChanged(0x03);
case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
- PixelShaderManager::SetIndTexScaleChanged(0x0c);
+ PixelShaderManager::SetIndTexScaleChanged(0x0c);
break;
// ----------------
// Scissor Control
@@ -159,31 +160,31 @@ void BPWritten(const BPCmd& bp)
// 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:
+ 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 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;
+ 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.
+ 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
@@ -200,7 +201,7 @@ void BPWritten(const BPCmd& bp)
// 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))
+ if (GetConfig(CONFIG_SHOWEFBREGIONS))
stats.efb_regions.push_back(rc);
CopyEFB(bp, rc, bpmem.copyTexDest << 5,
@@ -244,21 +245,21 @@ void BPWritten(const BPCmd& bp)
}
RestoreRenderState(bp);
-
+
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
- {
- DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
+ {
+ DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
- u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
- u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5;
+ u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
+ u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5;
u8 *ptr = 0;
- // TODO - figure out a cleaner way.
+ // TODO - figure out a cleaner way.
if (GetConfig(CONFIG_ISWII))
ptr = GetPointer(bpmem.tlutXferSrc << 5);
else
@@ -269,10 +270,10 @@ void BPWritten(const BPCmd& bp)
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
+ // 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_FOGRANGE+1:
case BPMEM_FOGRANGE+2:
@@ -293,15 +294,15 @@ void BPWritten(const BPCmd& bp)
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);
+ PixelShaderManager::SetAlpha(bpmem.alphaFunc);
break;
case BPMEM_BIAS: // BIAS
PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
- PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
+ PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
break;
case BPMEM_ZTEX2: // Z Texture type
{
- if (bp.changes & 3)
+ if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
#if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
@@ -381,8 +382,8 @@ void BPWritten(const BPCmd& bp)
}
#endif
break;
- }
- case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
+ }
+ case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
DEBUG_LOG(VIDEO, "BP Texture Invalid: %08x", bp.newvalue);
case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
@@ -395,7 +396,7 @@ void BPWritten(const BPCmd& bp)
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 */
+ 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
@@ -405,7 +406,7 @@ void BPWritten(const BPCmd& bp)
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.
+ // 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;
@@ -439,7 +440,7 @@ void BPWritten(const BPCmd& bp)
break;
// ----------------------
// Set wrap size
- // ----------------------
+ // ----------------------
case BPMEM_SU_SSIZE:
case BPMEM_SU_TSIZE:
case BPMEM_SU_SSIZE+2:
@@ -456,12 +457,12 @@ void BPWritten(const BPCmd& bp)
case BPMEM_SU_TSIZE+12:
case BPMEM_SU_SSIZE+14:
case BPMEM_SU_TSIZE+14:
- PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1);
+ 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:
// Shouldn't need to call this here, we call it for each active texture right before rendering
@@ -476,7 +477,7 @@ void BPWritten(const BPCmd& bp)
// 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:
@@ -489,14 +490,14 @@ void BPWritten(const BPCmd& bp)
// -------------------------------
// 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