forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4194 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			323 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			323 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 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 "BPFunctions.h"
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#include "D3DBase.h"
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#include "Config.h"
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#include "Common.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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#include "Utils.h"
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bool textureChanged[8];
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const bool renderFog = false;
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using namespace D3D;
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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	D3DBLEND_ZERO,
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	D3DBLEND_ONE,
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	D3DBLEND_DESTCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_SRCALPHA,
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	D3DBLEND_INVSRCALPHA, 
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	D3DBLEND_DESTALPHA,
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	D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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	D3DBLEND_ZERO,
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	D3DBLEND_ONE,
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	D3DBLEND_SRCCOLOR,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_SRCALPHA,
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	D3DBLEND_INVSRCALPHA, 
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	D3DBLEND_DESTALPHA,
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	D3DBLEND_INVDESTALPHA
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};
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static const D3DCULL d3dCullModes[4] = 
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{
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	D3DCULL_NONE,
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	D3DCULL_CCW,
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	D3DCULL_CW,
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	D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] = 
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{
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	D3DCMP_NEVER,
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	D3DCMP_LESS,
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	D3DCMP_EQUAL,
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	D3DCMP_LESSEQUAL,
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	D3DCMP_GREATER,
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	D3DCMP_NOTEQUAL,
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	D3DCMP_GREATEREQUAL,
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	D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] = 
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{
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	D3DTEXF_NONE,
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	D3DTEXF_POINT,
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	D3DTEXF_LINEAR,
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	D3DTEXF_LINEAR, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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	D3DTADDRESS_CLAMP,
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	D3DTADDRESS_WRAP,
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	D3DTADDRESS_MIRROR,
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	D3DTADDRESS_WRAP //reserved
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};
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namespace BPFunctions
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{
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void FlushPipeline()
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{
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	VertexManager::Flush();
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}
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void SetGenerationMode(const BPCmd &bp)
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{
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	// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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	D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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	if (bpmem.genMode.cullmode == 3)
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	{
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		// dev->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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		D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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	}
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	else
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	{
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		DWORD write = 0;
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		if (bpmem.blendmode.alphaupdate) 
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			write = D3DCOLORWRITEENABLE_ALPHA;
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		if (bpmem.blendmode.colorupdate) 
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			write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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		// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
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		D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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	}
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}
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void SetScissor(const BPCmd &bp)
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{
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	Renderer::SetScissorRect();
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}
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void SetLineWidth(const BPCmd &bp)
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{
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	// We can't change line width in D3D unless we use ID3DXLine
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	float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
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	D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
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}
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void SetDepthMode(const BPCmd &bp)
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{
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	if (bpmem.zmode.testenable)
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	{
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		D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
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		D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
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		D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
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	}
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	else
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	{
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		D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
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		D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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	}			
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	//if (!bpmem.zmode.updateenable)
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	//    Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const BPCmd &bp)
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{
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	if (bp.changes & 1)
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		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
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	D3DBLEND src = d3dSrcFactors[bpmem.blendmode.srcfactor];
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	D3DBLEND dst = d3dDestFactors[bpmem.blendmode.dstfactor];
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	if (bp.changes & 0x700)
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		D3D::SetRenderState(D3DRS_SRCBLEND, src);
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	if (bp.changes & 0xE0) {
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		if (!bpmem.blendmode.subtract)
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		{
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			D3D::SetRenderState(D3DRS_DESTBLEND, dst);
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		}
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		else
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		{
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			D3D::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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		}
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	}
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	if (bp.changes & 0x800) 
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	{
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		if (bpmem.blendmode.subtract)
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		{
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			D3D::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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			D3D::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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		}
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		else
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		{
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			D3D::SetRenderState(D3DRS_SRCBLEND, src);
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			D3D::SetRenderState(D3DRS_DESTBLEND, dst);
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		}
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		D3D::SetRenderState(D3DRS_BLENDOP, 
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			bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
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	}
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}
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void SetDitherMode(const BPCmd &bp)
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{
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	D3D::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
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}
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void SetLogicOpMode(const BPCmd &bp)
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{
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	// Logic op blending. D3D can't do this but can fake some modes.
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}
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void SetColorMask(const BPCmd &bp)
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{
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	Renderer::SetColorMask();
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}
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf)
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{
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	TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
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{
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    Renderer::SwapBuffers();
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	PRIM_LOG("Renderer::SwapBuffers()");
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	g_VideoInitialize.pCopiedToXFB(false);
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}
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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{
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	// TODO: Scale EFBRectangle correctly
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	// it seems that the GC is able to alpha blend on color-fill
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	// we cant do that so if alpha is != 255 we skip it
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	VertexShaderManager::SetViewportChanged();
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	// Since clear operations use the source rectangle, we have to do
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	// regular renders
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	DWORD clearflags = 0;
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	D3DCOLOR col = 0;
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	float clearZ = 0;
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	if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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	{                    
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		if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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			col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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		clearflags |= D3DCLEAR_TARGET;   // set to break animal crossing :p  ??
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	}
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	// clear z-buffer
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	if (bpmem.zmode.updateenable)
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	{
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		clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF);
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		if (clearZ > 1.0f) clearZ = 1.0f;
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		if (clearZ < 0.0f) clearZ = 0.0f;
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		clearflags |= D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL;
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	}
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	D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
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}
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void RestoreRenderState(const BPCmd &bp)
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{
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	//Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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bool GetConfig(const int &type)
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{
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	switch (type)
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	{
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	case CONFIG_ISWII:
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		return g_VideoInitialize.bWii;
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	case CONFIG_DISABLEFOG:
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		return false;
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	case CONFIG_SHOWEFBREGIONS:
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		return false;
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	default:
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		PanicAlert("GetConfig Error: Unknown Config Type!");
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		return false;
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	}
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}
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u8 *GetPointer(const u32 &address)
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{
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	return g_VideoInitialize.pGetMemoryPointer(address);
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}
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void SetSamplerState(const BPCmd &bp)
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{
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	FourTexUnits &tex = bpmem.tex[(bp.address & 0xE0) == 0xA0];
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	int stage = (bp.address & 3);//(addr>>4)&2;
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	TexMode0 &tm0 = tex.texMode0[stage];
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	D3DTEXTUREFILTERTYPE min, mag, mip;
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	if (g_Config.bForceFiltering)
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	{
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		min = mag = mip = D3DTEXF_LINEAR;
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	}
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	else
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	{
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		min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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		mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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		mip = d3dMipFilters[tm0.min_filter & 3];
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	}
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	if ((bp.address & 0xE0) == 0xA0)
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		stage += 4;	
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	if (g_Config.bForceMaxAniso)
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	{
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		mag = D3DTEXF_ANISOTROPIC;
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		min = D3DTEXF_ANISOTROPIC;
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		mip = D3DTEXF_LINEAR;
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	}
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	dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
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	dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
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	dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
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	dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 16);
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	dev->SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
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	dev->SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
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	//wip
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	//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
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	//char temp[256];
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	//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
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	//g_VideoInitialize.pLog(temp);
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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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}
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}; |