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diff --git a/Source/Plugins/Plugin_VideoOGL/Src/BPFunctions.cpp b/Source/Plugins/Plugin_VideoOGL/Src/BPFunctions.cpp
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+// 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 "BPFunctions.h"
+#include "Globals.h"
+#include "Profiler.h"
+#include "Config.h"
+#include "VertexManager.h"
+#include "Render.h"
+#include "TextureMngr.h"
+#include "TextureConverter.h"
+#include "VertexShaderManager.h"
+#include "XFB.h"
+#include "main.h"
+
+namespace BPFunctions
+{
+// ----------------------------------------------
+// State translation lookup tables
+// Reference: Yet Another Gamecube Documentation
+// ----------------------------------------------
+
+static const GLenum glCmpFuncs[8] = {
+ GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
+};
+
+static const GLenum glLogicOpCodes[16] = {
+ GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR,
+ GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET
+};
+
+void FlushPipeline()
+{
+ VertexManager::Flush();
+}
+void SetGenerationMode()
+{
+ // none, ccw, cw, ccw
+ if (bpmem.genMode.cullmode > 0)
+ {
+ glEnable(GL_CULL_FACE);
+ glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
+ }
+ else
+ glDisable(GL_CULL_FACE);
+}
+
+
+void SetScissor(const BreakPoint &bp)
+{
+ if (!Renderer::SetScissorRect())
+ if (bp.address == BPMEM_SCISSORBR)
+ ERROR_LOG(VIDEO, "bad scissor!");
+}
+void SetLineWidth()
+{
+ float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
+ if (bpmem.lineptwidth.linesize > 0)
+ glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
+ if (bpmem.lineptwidth.pointsize > 0)
+ glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
+}
+void SetDepthMode()
+{
+ if (bpmem.zmode.testenable)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
+ glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
+ }
+ else
+ {
+ // if the test is disabled write is disabled too
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ }
+
+ if (!bpmem.zmode.updateenable)
+ Renderer::SetRenderMode(Renderer::RM_Normal);
+}
+void SetBlendMode()
+{
+ Renderer::SetBlendMode(false);
+}
+void SetDitherMode()
+{
+ if (bpmem.blendmode.dither)
+ glEnable(GL_DITHER);
+ else
+ glDisable(GL_DITHER);
+}
+void SetLogicOpMode()
+{
+ if (bpmem.blendmode.logicopenable)
+ {
+ glEnable(GL_COLOR_LOGIC_OP);
+ glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
+ }
+ else
+ glDisable(GL_COLOR_LOGIC_OP);
+}
+void SetColorMask()
+{
+ Renderer::SetColorMask();
+}
+float GetRendererTargetScaleX()
+{
+ return Renderer::GetTargetScaleX();
+}
+float GetRendererTargetScaleY()
+{
+ return Renderer::GetTargetScaleY();
+}
+void CopyEFB(const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
+{
+ // bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
+ if (!g_Config.bEFBCopyDisable)
+ if (g_Config.bCopyEFBToRAM) // To RAM
+ TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
+ else // To OGL Texture
+ TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
+}
+
+void RenderToXFB(const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
+{
+ // EFB to XFB
+ if (g_Config.bUseXFB)
+ {
+
+ XFB_Write(pXFB, multirc, dstWidth, dstHeight);
+ // FIXME: we draw XFB from here in DC mode.
+ // Bad hack since we can have multiple EFB to XFB copy before a draw.
+ // Plus we should use width and height from VI regs (see VI->Update()).
+ // Dixit donkopunchstania for the info.
+ //DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
+ if (g_VideoInitialize.bUseDualCore)
+ XFB_Draw(pXFB, dstWidth, dstHeight, 0);
+ }
+ else
+ {
+ // Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
+ // Seen in Spartan Warrior. Not sure how to deal with it yet.
+ Renderer::Swap(multirc);
+ }
+ g_VideoInitialize.pCopiedToXFB();
+}
+void ClearScreen(const TRectangle &multirc)
+{
+
+ // Clear color
+ Renderer::SetRenderMode(Renderer::RM_Normal);
+ // Clear Z-Buffer target
+ bool bRestoreZBufferTarget = Renderer::UseFakeZTarget();
+
+ // Update the view port for clearing the picture
+ glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
+
+ // Always set the scissor in case it was set by the game and has not been reset
+ glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
+ (multirc.right - multirc.left), (multirc.bottom - multirc.top));
+ // ---------------------------
+
+ VertexShaderManager::SetViewportChanged();
+
+ // Since clear operations use the source rectangle, we have to do
+ // regular renders (glClear clears the entire buffer)
+ if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
+ {
+ GLbitfield bits = 0;
+ if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
+ {
+ u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
+ glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
+ ((clearColor>>8 ) & 0xff)*(1/255.0f),
+ ((clearColor>>0 ) & 0xff)*(1/255.0f),
+ ((clearColor>>24) & 0xff)*(1/255.0f));
+ bits |= GL_COLOR_BUFFER_BIT;
+ }
+ if (bpmem.zmode.updateenable)
+ {
+ glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
+ bits |= GL_DEPTH_BUFFER_BIT;
+ }
+ if (bRestoreZBufferTarget)
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
+ glClear(bits);
+ }
+
+ // Have to clear the target zbuffer
+ if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
+ {
+ glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
+ GL_REPORT_ERRORD();
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ // red should probably be the LSB
+ glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
+ ((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
+ ((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ Renderer::SetColorMask();
+ GL_REPORT_ERRORD();
+ }
+
+ if (bRestoreZBufferTarget)
+ {
+ // restore target
+ GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+ glDrawBuffers(2, s_drawbuffers);
+ }
+}
+
+void RestoreRenderState()
+{
+ Renderer::RestoreGLState();
+}
+
+void SetScissorRectangle()
+{
+ Renderer::SetScissorRect();
+}
+bool GetConfig(const int &type)
+{
+ switch (type)
+ {
+ case CONFIG_ISWII:
+ return g_VideoInitialize.bWii;
+ case CONFIG_DISABLEFOG:
+ return g_Config.bDisableFog;
+ case CONFIG_SHOWEFBREGIONS:
+ return g_Config.bShowEFBCopyRegions;
+ default:
+ PanicAlert("GetConfig Error: Unknown Config Type!");
+ return false;
+ }
+}
+u8 *GetPointer(const u32 &address)
+{
+ return g_VideoInitialize.pGetMemoryPointer(address);
+}
+}; \ No newline at end of file