forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			290 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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  g_vertex_manager->Flush();
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}
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void SetGenerationMode()
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{
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  g_vertex_manager->SetRasterizationStateChanged();
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}
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void SetScissor()
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{
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  /* NOTE: the minimum value here for the scissor rect and offset is -342.
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   * GX internally adds on an offset of 342 to both the offset and scissor
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   * coords to ensure that the register was always unsigned.
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   *
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   * The code that was here before tried to "undo" this offset, but
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   * since we always take the difference, the +342 added to both
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   * sides cancels out. */
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  /* The scissor offset is always even, so to save space, the scissor offset
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   * register is scaled down by 2. So, if somebody calls
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   * GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
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  const int xoff = bpmem.scissorOffset.x * 2;
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  const int yoff = bpmem.scissorOffset.y * 2;
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  EFBRectangle native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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                         bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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  native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
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  TargetRectangle target_rc = g_renderer->ConvertEFBRectangle(native_rc);
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  g_renderer->SetScissorRect(target_rc);
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}
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void SetViewport()
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{
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  int scissor_x_off = bpmem.scissorOffset.x * 2;
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  int scissor_y_off = bpmem.scissorOffset.y * 2;
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  float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
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  float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
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  float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
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  float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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  float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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  float max_depth = xfmem.viewport.farZ / 16777216.0f;
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  if (width < 0.f)
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  {
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    x += width;
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    width *= -1;
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  }
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  if (height < 0.f)
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  {
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    y += height;
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    height *= -1;
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  }
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  // The maximum depth that is written to the depth buffer should never exceed this value.
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  // This is necessary because we use a 2^24 divisor for all our depth values to prevent
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  // floating-point round-trip errors. However the console GPU doesn't ever write a value
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  // to the depth buffer that exceeds 2^24 - 1.
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  constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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  if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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  {
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    // There's no way to support oversized depth ranges in this situation. Let's just clamp the
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    // range to the maximum value supported by the console GPU and hope for the best.
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    min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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    max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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  }
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  if (g_renderer->UseVertexDepthRange())
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  {
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    // We need to ensure depth values are clamped the maximum value supported by the console GPU.
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    // Taking into account whether the depth range is inverted or not.
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    if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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    {
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      min_depth = GX_MAX_DEPTH;
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      max_depth = 0.0f;
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    }
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    else
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    {
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      min_depth = 0.0f;
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      max_depth = GX_MAX_DEPTH;
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    }
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  }
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  float near_depth, far_depth;
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  if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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  {
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    // Set the reversed depth range.
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    near_depth = max_depth;
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    far_depth = min_depth;
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  }
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  else
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  {
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    // We use an inverted depth range here to apply the Reverse Z trick.
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    // This trick makes sure we match the precision provided by the 1:0
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    // clipping depth range on the hardware.
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    near_depth = 1.0f - max_depth;
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    far_depth = 1.0f - min_depth;
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  }
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  g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
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}
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void SetDepthMode()
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{
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  g_vertex_manager->SetDepthStateChanged();
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}
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void SetBlendMode()
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{
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  g_vertex_manager->SetBlendingStateChanged();
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}
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/* Explanation of the magic behind ClearScreen:
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  There's numerous possible formats for the pixel data in the EFB.
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  However, in the HW accelerated backends we're always using RGBA8
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  for the EFB format, which causes some problems:
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  - We're using an alpha channel although the game doesn't
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  - If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
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  native HW
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  To properly emulate the above points, we're doing the following:
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  (1)
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    - disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
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  alpha channel
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    - NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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    - Same for color channels, these need to be cleared to 0x00 though.
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  (2)
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    - convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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    - convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const EFBRectangle& rc)
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{
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  bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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  bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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  bool zEnable = (bpmem.zmode.updateenable != 0);
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  auto pixel_format = bpmem.zcontrol.pixel_format;
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  // (1): Disable unused color channels
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  if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 ||
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      pixel_format == PEControl::Z24)
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  {
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    alphaEnable = false;
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  }
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  if (colorEnable || alphaEnable || zEnable)
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  {
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    u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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    u32 z = bpmem.clearZValue;
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    // (2) drop additional accuracy
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    if (pixel_format == PEControl::RGBA6_Z24)
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    {
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      color = RGBA8ToRGBA6ToRGBA8(color);
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    }
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    else if (pixel_format == PEControl::RGB565_Z16)
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    {
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      color = RGBA8ToRGB565ToRGBA8(color);
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      z = Z24ToZ16ToZ24(z);
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    }
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    g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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  }
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}
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void OnPixelFormatChange()
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{
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  int convtype = -1;
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  // TODO : Check for Z compression format change
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  // When using 16bit Z, the game may enable a special compression format which we need to handle
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  // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
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  /*
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   * When changing the EFB format, the pixel data won't get converted to the new format but stays
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   * the same.
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   * Since we are always using an RGBA8 buffer though, this causes issues in some games.
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   * Thus, we reinterpret the old EFB data with the new format here.
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   */
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  if (!g_ActiveConfig.bEFBEmulateFormatChanges)
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    return;
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  auto old_format = g_renderer->GetPrevPixelFormat();
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  auto new_format = bpmem.zcontrol.pixel_format;
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  // no need to reinterpret pixel data in these cases
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  if (new_format == old_format || old_format == PEControl::INVALID_FMT)
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    goto skip;
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  // Check for pixel format changes
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  switch (old_format)
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  {
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  case PEControl::RGB8_Z24:
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  case PEControl::Z24:
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    // Z24 and RGB8_Z24 are treated equal, so just return in this case
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    if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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      goto skip;
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    if (new_format == PEControl::RGBA6_Z24)
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      convtype = 0;
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    else if (new_format == PEControl::RGB565_Z16)
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      convtype = 1;
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    break;
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  case PEControl::RGBA6_Z24:
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    if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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      convtype = 2;
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    else if (new_format == PEControl::RGB565_Z16)
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      convtype = 3;
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    break;
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  case PEControl::RGB565_Z16:
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    if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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      convtype = 4;
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    else if (new_format == PEControl::RGBA6_Z24)
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      convtype = 5;
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    break;
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  default:
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    break;
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  }
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  if (convtype == -1)
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  {
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    ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d", static_cast<int>(old_format),
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              static_cast<int>(new_format));
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    goto skip;
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  }
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  g_renderer->ReinterpretPixelData(convtype);
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skip:
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  DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format),
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            static_cast<int>(bpmem.zcontrol.zformat));
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  g_renderer->StorePixelFormat(new_format);
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}
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void SetInterlacingMode(const BPCmd& bp)
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{
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  // TODO
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  switch (bp.address)
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  {
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  case BPMEM_FIELDMODE:
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  {
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    // SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
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    // just before this cmd
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    const char* action[] = {"don't adjust", "adjust"};
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    DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD],
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              action[bpmem.lineptwidth.lineaspect]);
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  }
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  break;
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  case BPMEM_FIELDMASK:
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  {
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    // Determines if fields will be written to EFB (always computed)
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    const char* action[] = {"skip", "write"};
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    DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even],
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              action[bpmem.fieldmask.odd]);
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  }
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  break;
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  default:
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    ERROR_LOG(VIDEO, "SetInterlacingMode default");
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    break;
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  }
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}
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};
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