2009-10-12 00:48:24 +00:00
										 
									 
								 
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								// Copyright (C) 2003-2009 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#include "Common.h"
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								#include "MemoryUtil.h"
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											2009-10-12 16:29:32 +00:00
										 
									 
								 
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								#include <VideoCommon.h>
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											2009-10-12 16:29:32 +00:00
										 
									 
								 
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								#include "BPMemLoader.h"
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								#include "HwRasterizer.h"
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								#include "GLUtil.h"
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								#include "NativeVertexFormat.h"
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								#include "DebugUtil.h"
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								#define TEMP_SIZE (1024*1024*4)
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								namespace HwRasterizer
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								{
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								    float efbHalfWidth;
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								    float efbHalfHeight;
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								    float texWidth;
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								    float texHeight;
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								    bool hasTexture;
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								    u8 *temp;   
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								    void Init()
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								    {
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								        efbHalfWidth = EFB_WIDTH / 2.0f;
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								        efbHalfHeight = 480 / 2.0f;
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								        temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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								    }
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								    void LoadTexture()
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								    {
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								        FourTexUnits &texUnit = bpmem.tex[0];
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								        u32 imageAddr = texUnit.texImage3[0].image_base;
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								        TexCacheEntry &cacheEntry = textures[imageAddr];
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								        cacheEntry.Update();
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								        texWidth = (float)(bpmem.texcoords[0].s.scale_minus_1 + 1);
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								        texHeight = (float)(bpmem.texcoords[0].t.scale_minus_1 + 1);
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								        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, cacheEntry.texture);
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								        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
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								        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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								    }
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								    void BeginTriangles()
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								    {
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								        // disabling depth test sometimes allows more things to be visible
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								        glEnable(GL_DEPTH_TEST);
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								        glEnable(GL_BLEND);
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								        hasTexture = bpmem.tevorders[0].enable0;
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								        if (hasTexture)
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								            LoadTexture();        
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								    }
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								    void EndTriangles()
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								    {
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								        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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								        glDisable(GL_DEPTH_TEST);
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								        glDisable(GL_BLEND);
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								    }
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								    void DrawColorVertex(OutputVertexData *v)
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								    {
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								        glColor3ub(v->color[0][0], v->color[0][1], v->color[0][2]);
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								        glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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								    }
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								    void DrawTextureVertex(OutputVertexData *v)
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								    {
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								        glTexCoord2f(v->texCoords[0].x * texWidth, v->texCoords[0].y * texHeight);
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								        glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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								    }
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								    void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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								    {
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								        glBegin(GL_TRIANGLES);
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								            if (hasTexture)
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								            {                
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								                DrawTextureVertex(v0);
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								                DrawTextureVertex(v1);
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								                DrawTextureVertex(v2);
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								            }
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								            else
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								            {
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								                DrawColorVertex(v0);
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								                DrawColorVertex(v1);
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								                DrawColorVertex(v2);
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								            }   
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								        glEnd();
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								    }
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								    void Clear()
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								    {
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								        u8 r = (bpmem.clearcolorAR & 0x00ff);
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								        u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
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								        u8 b = (bpmem.clearcolorGB & 0x00ff);
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								        u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
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								        GLfloat left   = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
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									    GLfloat top    = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
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								        GLfloat right  = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
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									    GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
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								        GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
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								        glBegin(GL_QUADS);
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								            glColor4ub(r, g, b, a);
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								            glVertex3f(left, top, depth);
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								            glColor4ub(r, g, b, a);
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								            glVertex3f(right, top, depth);
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								            glColor4ub(r, g, b, a);
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								            glVertex3f(right, bottom, depth);
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								            glColor4ub(r, g, b, a);
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								            glVertex3f(left, bottom, depth);
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								        glEnd();
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								    }
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								    TexCacheEntry::TexCacheEntry()
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								    {
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								        Create();
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								    }
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								    void TexCacheEntry::Create()
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								    {
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								        FourTexUnits &texUnit = bpmem.tex[0];
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								        texImage0.hex = texUnit.texImage0[0].hex;
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								        texImage1.hex = texUnit.texImage1[0].hex;
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								        texImage2.hex = texUnit.texImage2[0].hex;
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								        texImage3.hex = texUnit.texImage3[0].hex;
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								        texTlut.hex = texUnit.texTlut[0].hex;
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								        int width = texImage0.width;
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								        int height = texImage0.height;
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											2010-03-09 04:38:07 +00:00
										 
									 
								 
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							 | 
							
							
								        DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
							 | 
						
					
						
							
								
									
										
										
										
											2009-10-12 00:48:24 +00:00
										 
									 
								 
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								        glGenTextures(1, (GLuint *)&texture);
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										glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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							 | 
							
							
								        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);        
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								    }
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								    void TexCacheEntry::Destroy()
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								    {
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								        if (texture == 0)
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								            return;
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							 | 
							
							
								        glDeleteTextures(1, &texture);
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								        texture = 0;
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								    }
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							 | 
							
							
								    void TexCacheEntry::Update()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        FourTexUnits &texUnit = bpmem.tex[0];
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							| 
								
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							 | 
							
							
								        // extra checks cause textures to be reloaded much more
							 | 
						
					
						
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							 | 
							
								
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							 | 
							
							
								        if (texUnit.texImage0[0].hex != texImage0.hex ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            //texUnit.texImage1[0].hex != texImage1.hex ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            //texUnit.texImage2[0].hex != texImage2.hex ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            texUnit.texImage3[0].hex != texImage3.hex ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            texUnit.texTlut[0].hex   != texTlut.hex)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            Destroy();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            Create();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
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							| 
								
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
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							| 
								
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							 | 
							
							
								
							 |