forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4165 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			626 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			626 lines
		
	
	
		
			22 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 <cmath>
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#include "Profiler.h"
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#include "Statistics.h"
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#include "VideoCommon.h"
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#include "PixelShaderManager.h"
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#include "BPFunctions.h"
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#include "BPStructs.h"
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#include "TextureDecoder.h"
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#include "OpcodeDecoding.h"
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#include "VertexLoader.h"
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#include "VertexShaderManager.h"
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#include "Thread.h"
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using namespace BPFunctions;
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// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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//Common::CriticalSection s_bpCritical;
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void BPInit()
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{
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    memset(&bpmem, 0, sizeof(bpmem));
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    bpmem.bpMask = 0xFFFFFF;
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}
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void BPWritten(const BPCmd& bp)
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{
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   /*
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   ----------------------------------------------------------------------------------------------------------------
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   Purpose: Writes to the BP registers
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   Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
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   How It Works: First the pipeline is flushed then update the bpmem with the new value.
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	             Some of the BP cases have to call certain functions while others just update the bpmem.
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	             some bp cases check the changes variable, because they might not have to be updated all the time
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   NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
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	     had to be ditched and the games seem to work fine with out it.
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   NOTE2: Yet Another Gamecube Documentation calls them Bypass Registers but possibly completely wrong
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   NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
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   TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
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		getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
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		just stuff geometry in them and don't put state changes there.
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   ----------------------------------------------------------------------------------------------------------------
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   */
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	// Debugging only, this lets you skip a bp update
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	//static int times = 0;
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	//static bool enable = false;
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	//switch (bp.address)
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	//{
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	//case BPMEM_CONSTANTALPHA:
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	//	{
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	//	if (times-- == 0 && enable)
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	//		return;
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	//	else
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	//		break;
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	//	}
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	//default: break;
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	//}
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	// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
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	//s_bpCritical.Enter();
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	FlushPipeline();
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    ((u32*)&bpmem)[bp.address] = bp.newvalue;
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	switch (bp.address)
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	{
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	case BPMEM_GENMODE: // Set the Generation Mode
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		{
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			PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d",
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			bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
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			bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
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			bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
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			SetGenerationMode(bp);
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			break;
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		}
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	case BPMEM_IND_MTXA: // Index Matrix Changed
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	case BPMEM_IND_MTXB:
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	case BPMEM_IND_MTXC:
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	case BPMEM_IND_MTXA+3:
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	case BPMEM_IND_MTXB+3:
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	case BPMEM_IND_MTXC+3:
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	case BPMEM_IND_MTXA+6:
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	case BPMEM_IND_MTXB+6:
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	case BPMEM_IND_MTXC+6:
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		PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
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		break;
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	case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
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        PixelShaderManager::SetIndTexScaleChanged(0x03);
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	case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
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        PixelShaderManager::SetIndTexScaleChanged(0x0c);
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		break;
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	// ----------------
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	// Scissor Control
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	// ----------------
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	case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
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	case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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	case BPMEM_SCISSOROFFSET: // Scissor Offset
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		SetScissor(bp);
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		break;
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	case BPMEM_LINEPTWIDTH: // Line Width
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		SetLineWidth(bp);
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		break;
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	case BPMEM_ZMODE: // Depth Control
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		PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func,
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		bpmem.zmode.updateenable);
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		SetDepthMode(bp);
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		break;
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	case BPMEM_BLENDMODE: // Blending Control
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		{
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			if (bp.changes & 0xFFFF)
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			{
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				PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d", 
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					bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate,
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					bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode);
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				// Set LogicOp Blending Mode
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				if (bp.changes & 2)
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					SetLogicOpMode(bp);
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				// Set Dithering Mode
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				if (bp.changes & 4)
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					SetDitherMode(bp);
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				// Set Blending Mode
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				if (bp.changes & 0xFE1)
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					SetBlendMode(bp);
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				// Set Color Mask
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				if (bp.changes & 0x18)
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					SetColorMask(bp);
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			}
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			break;
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		}
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	case BPMEM_CONSTANTALPHA: // Set Destination Alpha
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		{
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			PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
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			PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
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			break;
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		}
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	// This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
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	// Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing.
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	// Tokens are similar.
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	case BPMEM_SETDRAWDONE: 
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		switch (bp.newvalue & 0xFF)
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        {
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        case 0x02:
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            g_VideoInitialize.pSetPEFinish(); // may generate interrupt
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            DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF));
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            break;
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        default:
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            WARN_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF));
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            break;
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        }
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        break;
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	case BPMEM_PE_TOKEN_ID: // Pixel Engine Token ID
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        g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), FALSE);
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        DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF));
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        break;
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    case BPMEM_PE_TOKEN_INT_ID: // Pixel Engine Interrupt Token ID
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        g_VideoInitialize.pSetPEToken(static_cast<u16>(bp.newvalue & 0xFFFF), TRUE);
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        DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF));
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        break;
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	// ------------------------
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	// EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV.
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	// It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards.
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    case BPMEM_TRIGGER_EFB_COPY: // Copy EFB Region or Render to the XFB or Clear the screen.
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		{
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			DVSTARTSUBPROFILE("LoadBPReg:swap");
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			// The bottom right is within the rectangle
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			// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
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			EFBRectangle rc;
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			rc.left = (int)bpmem.copyTexSrcXY.x;
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			rc.top = (int)bpmem.copyTexSrcXY.y;
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			rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
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			rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
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			UPE_Copy PE_copy;
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			PE_copy.Hex = bpmem.triggerEFBCopy;
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			// Check if we are to copy from the EFB or draw to the XFB
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			if (PE_copy.copy_to_xfb == 0)
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			{
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				if (GetConfig(CONFIG_SHOWEFBREGIONS)) 
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					stats.efb_regions.push_back(rc);
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				CopyEFB(bp, rc, bpmem.copyTexDest << 5, 
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							bpmem.zcontrol.pixel_format == PIXELFMT_Z24, 
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							PE_copy.intensity_fmt > 0, 
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							((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)), 
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							PE_copy.half_scale > 0);
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			}
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			else
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			{
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				// We should be able to get away with deactivating the current bbox tracking
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				// here. Not sure if there's a better spot to put this.
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				// the number of lines copied is determined by the y scale * source efb height
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#ifdef BBOX_SUPPORT
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				*g_VideoInitialize.pBBoxActive = false;
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#endif
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				float yScale;
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				if (PE_copy.scale_invert)
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					yScale = 256.0f / (float)bpmem.dispcopyyscale;
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				else
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					yScale = (float)bpmem.dispcopyyscale / 256.0f;
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				float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
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				if ((u32)xfbLines > MAX_XFB_HEIGHT)
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				{
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					INFO_LOG(VIDEO, "Tried to scale EFB to too many XFB lines (%f)", xfbLines);
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					xfbLines = MAX_XFB_HEIGHT;
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				}
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				RenderToXFB(bp, rc, yScale, xfbLines, 
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									 bpmem.copyTexDest << 5, 
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									 bpmem.copyMipMapStrideChannels << 4,
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									 (u32)xfbLines);
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			}
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			// Clear the picture after it's done and submitted, to prepare for the next picture
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			if (PE_copy.clear)
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				ClearScreen(bp, rc);
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			RestoreRenderState(bp);
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			break;
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		}
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	case BPMEM_LOADTLUT0: // Load a Texture Look Up Table
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	case BPMEM_LOADTLUT1:
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        {
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            DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
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            u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9;
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            u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5; 
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			u8 *ptr = 0;
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            // TODO - figure out a cleaner way.
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			if (GetConfig(CONFIG_ISWII))
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				ptr = GetPointer(bpmem.tlutXferSrc << 5);
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			else
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				ptr = GetPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5);
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			if (ptr)
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				memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount);
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			else
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				PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5);
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            // TODO(ector) : kill all textures that use this palette
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            // Not sure if it's a good idea, though. For now, we hash texture palettes
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			break;
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        }
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	case BPMEM_FOGRANGE: // Fog Settings Control
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	case BPMEM_FOGPARAM0:
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	case BPMEM_FOGBMAGNITUDE:
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	case BPMEM_FOGBEXPONENT:
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	case BPMEM_FOGPARAM3:
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		if (!GetConfig(CONFIG_DISABLEFOG))
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			PixelShaderManager::SetFogParamChanged();
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		break;
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	case BPMEM_FOGCOLOR: // Fog Color
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		PixelShaderManager::SetFogColorChanged();
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		break;
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	case BPMEM_ALPHACOMPARE: // Compare Alpha Values
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		PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alphaFunc.ref0,
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				bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
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        PixelShaderManager::SetAlpha(bpmem.alphaFunc);
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		break;
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	case BPMEM_BIAS: // BIAS
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		PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias);
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        PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
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		break;
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	case BPMEM_ZTEX2: // Z Texture type
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		{
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			if (bp.changes & 3) 
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				PixelShaderManager::SetZTextureTypeChanged();
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			#if defined(_DEBUG) || defined(DEBUGFAST) 
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			const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
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			const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
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			PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
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			#endif
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			break;
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		}
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	// ----------------------------------
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	// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
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	// Fields: Destination, Frame2Field, Gamma, Source
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	// TODO: We might have to implement the gamma one, some games might need this, if they are too dark to see.
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	// ----------------------------------
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	case BPMEM_DISPLAYCOPYFILER:   // if (aa) { use sample_pattern } else { use 666666 }
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	case BPMEM_DISPLAYCOPYFILER+1: // if (aa) { use sample_pattern } else { use 666666 }
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	case BPMEM_DISPLAYCOPYFILER+2: // if (aa) { use sample_pattern } else { use 666666 }
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	case BPMEM_DISPLAYCOPYFILER+3: // if (aa) { use sample_pattern } else { use 666666 }
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	case BPMEM_COPYFILTER0:        // if (vf) { use vfilter } else { use 595000 }
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	case BPMEM_COPYFILTER1:        // if (vf) { use vfilter } else { use 000015 }
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		break;
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	// -----------------------------------
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	// Interlacing Control
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	// -----------------------------------
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	case BPMEM_FIELDMASK: // GX_SetFieldMask(u8 even_mask,u8 odd_mask)
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	case BPMEM_FIELDMODE: // GX_SetFieldMode(u8 field_mode,u8 half_aspect_ratio)
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		SetInterlacingMode(bp);
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		break;
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	// ----------------------------------------
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	// Unimportant regs (Clock, Perf, ...)
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	// ----------------------------------------
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	case BPMEM_BUSCLOCK0:      // TB Bus Clock ?
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	case BPMEM_BUSCLOCK1:      // TB Bus Clock ?
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	case BPMEM_PERF0_TRI:      // Perf: Triangles
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	case BPMEM_PERF0_QUAD:     // Perf: Quads
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	case BPMEM_PERF1:          // Perf: Some Clock, Texels, TX, TC
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		break;
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	// ----------------
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	// EFB Copy config
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	// ----------------
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	case BPMEM_EFB_TL:   // EFB Source Rect. Top, Left
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	case BPMEM_EFB_BR:   // EFB Source Rect. Bottom, Right (w, h - 1)
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	case BPMEM_EFB_ADDR: // EFB Target Address
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		break;
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	// --------------
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	// Clear Config
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	// --------------
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	case BPMEM_CLEAR_AR: // Alpha and Red Components
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	case BPMEM_CLEAR_GB: // Green and Blue Components
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	case BPMEM_CLEAR_Z:  // Z Components (24-bit Zbuffer)
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		break;
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	// -------------------------
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	// Bounding Box Control
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	// -------------------------
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	case BPMEM_CLEARBBOX1:
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	case BPMEM_CLEARBBOX2: {
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#ifdef BBOX_SUPPORT
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		// which is which? these are GUESSES!
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		if (bp.address == BPMEM_CLEARBBOX1) {
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			int right = bp.newvalue >> 10;
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			int left = bp.newvalue & 0x3ff;
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			// We should only set these if bbox is calculated properly.
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			g_VideoInitialize.pBBox[0] = left;
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			g_VideoInitialize.pBBox[1] = right;
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			*g_VideoInitialize.pBBoxActive = true;
 | 
						|
			// WARN_LOG(VIDEO, "ClearBBox LR: %i, %08x - %i, %i", bp.address, bp.newvalue, left, right);
 | 
						|
		} else {
 | 
						|
			int bottom = bp.newvalue >> 10;
 | 
						|
			int top = bp.newvalue & 0x3ff;
 | 
						|
 | 
						|
			// We should only set these if bbox is calculated properly.
 | 
						|
			g_VideoInitialize.pBBox[2] = top;
 | 
						|
			g_VideoInitialize.pBBox[3] = bottom;
 | 
						|
			*g_VideoInitialize.pBBoxActive = true;
 | 
						|
			// WARN_LOG(VIDEO, "ClearBBox TB: %i, %08x - %i, %i", bp.address, bp.newvalue, top, bottom);
 | 
						|
		}
 | 
						|
#endif
 | 
						|
		break;
 | 
						|
						   }
 | 
						|
    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
 | 
						|
	case BPMEM_COPYYSCALE:    // Display Copy Y Scale
 | 
						|
	case BPMEM_IREF:          /* 24 RID
 | 
						|
								 21 BC3 - Ind. Tex Stage 3 NTexCoord
 | 
						|
								 18 BI3 - Ind. Tex Stage 3 NTexMap
 | 
						|
								 15 BC2 - Ind. Tex Stage 2 NTexCoord
 | 
						|
								 12 BI2 - Ind. Tex Stage 2 NTexMap
 | 
						|
								 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  */
 | 
						|
	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
 | 
						|
	case BPMEM_TEV_KSEL+3:// Texture Environment Swap Mode Table 3
 | 
						|
	case BPMEM_TEV_KSEL+4:// Texture Environment Swap Mode Table 4
 | 
						|
	case BPMEM_TEV_KSEL+5:// Texture Environment Swap Mode Table 5
 | 
						|
	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.
 | 
						|
	case BPMEM_IND_IMASK: // Index Mask ?
 | 
						|
	case BPMEM_REVBITS: // Always set to 0x0F when GX_InitRevBits() is called.
 | 
						|
		break;
 | 
						|
 | 
						|
	case BPMEM_UNKOWN_57: // Sunshine alternates this register between values 0x000 and 0xAAA
 | 
						|
		DEBUG_LOG(VIDEO, "Uknown BP Reg 0x57: %08x", bp.newvalue);
 | 
						|
		break;
 | 
						|
 | 
						|
	case BPMEM_UNKNOWN_60:
 | 
						|
	case BPMEM_UNKNOWN_61:
 | 
						|
	case BPMEM_UNKNOWN_62:
 | 
						|
		// Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
 | 
						|
		// Are these related to BBox?
 | 
						|
		break;
 | 
						|
 | 
						|
	case BPMEM_TEXMODESYNC: // Always set to 0 when GX_TexModeSync() is called.
 | 
						|
		break;
 | 
						|
 | 
						|
		// ------------------------------------------------
 | 
						|
		// On Default, we try to look for other things
 | 
						|
		// before we give up and say its an unknown opcode
 | 
						|
		// ------------------------------------------------
 | 
						|
	default:
 | 
						|
		switch (bp.address & 0xFC)  // Texture sampler filter
 | 
						|
		{
 | 
						|
		// -------------------------
 | 
						|
		// Texture Environment Order
 | 
						|
		// -------------------------
 | 
						|
		case BPMEM_TREF:
 | 
						|
		case BPMEM_TREF+1:
 | 
						|
		case BPMEM_TREF+2:
 | 
						|
		case BPMEM_TREF+3:
 | 
						|
		case BPMEM_TREF+4:
 | 
						|
		case BPMEM_TREF+5:
 | 
						|
		case BPMEM_TREF+6:
 | 
						|
		case BPMEM_TREF+7:
 | 
						|
			break;
 | 
						|
		// ----------------------
 | 
						|
		// Set wrap size
 | 
						|
	    // ----------------------
 | 
						|
		case BPMEM_SU_SSIZE:
 | 
						|
		case BPMEM_SU_TSIZE:
 | 
						|
		case BPMEM_SU_SSIZE+2:
 | 
						|
		case BPMEM_SU_TSIZE+2:
 | 
						|
		case BPMEM_SU_SSIZE+4:
 | 
						|
		case BPMEM_SU_TSIZE+4:
 | 
						|
		case BPMEM_SU_SSIZE+6:
 | 
						|
		case BPMEM_SU_TSIZE+6:
 | 
						|
		case BPMEM_SU_SSIZE+8:
 | 
						|
		case BPMEM_SU_TSIZE+8:
 | 
						|
		case BPMEM_SU_SSIZE+10:
 | 
						|
		case BPMEM_SU_TSIZE+10:
 | 
						|
		case BPMEM_SU_SSIZE+12:
 | 
						|
		case BPMEM_SU_TSIZE+12:
 | 
						|
		case BPMEM_SU_SSIZE+14:
 | 
						|
		case BPMEM_SU_TSIZE+14:
 | 
						|
            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+1:
 | 
						|
		case BPMEM_TX_SETMODE0+2:
 | 
						|
		case BPMEM_TX_SETMODE0+3:
 | 
						|
			SetSamplerState(bp);
 | 
						|
		case BPMEM_TX_SETMODE1:
 | 
						|
		case BPMEM_TX_SETMODE1+1:
 | 
						|
		case BPMEM_TX_SETMODE1+2:
 | 
						|
		case BPMEM_TX_SETMODE1+3:
 | 
						|
		case BPMEM_TX_SETMODE0_4:
 | 
						|
		case BPMEM_TX_SETMODE0_4+1:
 | 
						|
		case BPMEM_TX_SETMODE0_4+2:
 | 
						|
		case BPMEM_TX_SETMODE0_4+3:
 | 
						|
		case BPMEM_TX_SETMODE1_4:
 | 
						|
		case BPMEM_TX_SETMODE1_4+1:
 | 
						|
		case BPMEM_TX_SETMODE1_4+2:
 | 
						|
		case BPMEM_TX_SETMODE1_4+3:
 | 
						|
			break;
 | 
						|
		// --------------------------------------------
 | 
						|
		// BPMEM_TX_SETIMAGE0 - Texture width, height, format
 | 
						|
		// 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+1:
 | 
						|
		case BPMEM_TX_SETIMAGE0+2:
 | 
						|
		case BPMEM_TX_SETIMAGE0+3:
 | 
						|
		case BPMEM_TX_SETIMAGE0_4:
 | 
						|
		case BPMEM_TX_SETIMAGE0_4+1:
 | 
						|
		case BPMEM_TX_SETIMAGE0_4+2:
 | 
						|
		case BPMEM_TX_SETIMAGE0_4+3:
 | 
						|
		case BPMEM_TX_SETIMAGE1:
 | 
						|
		case BPMEM_TX_SETIMAGE1+1:
 | 
						|
		case BPMEM_TX_SETIMAGE1+2:
 | 
						|
		case BPMEM_TX_SETIMAGE1+3:
 | 
						|
		case BPMEM_TX_SETIMAGE1_4:
 | 
						|
		case BPMEM_TX_SETIMAGE1_4+1:
 | 
						|
		case BPMEM_TX_SETIMAGE1_4+2:
 | 
						|
		case BPMEM_TX_SETIMAGE1_4+3:
 | 
						|
		case BPMEM_TX_SETIMAGE2:
 | 
						|
		case BPMEM_TX_SETIMAGE2+1:
 | 
						|
		case BPMEM_TX_SETIMAGE2+2:
 | 
						|
		case BPMEM_TX_SETIMAGE2+3:
 | 
						|
		case BPMEM_TX_SETIMAGE2_4:
 | 
						|
		case BPMEM_TX_SETIMAGE2_4+1:
 | 
						|
		case BPMEM_TX_SETIMAGE2_4+2:
 | 
						|
		case BPMEM_TX_SETIMAGE2_4+3:
 | 
						|
		case BPMEM_TX_SETIMAGE3:
 | 
						|
		case BPMEM_TX_SETIMAGE3+1:
 | 
						|
		case BPMEM_TX_SETIMAGE3+2:
 | 
						|
		case BPMEM_TX_SETIMAGE3+3:
 | 
						|
		case BPMEM_TX_SETIMAGE3_4:
 | 
						|
		case BPMEM_TX_SETIMAGE3_4+1:
 | 
						|
		case BPMEM_TX_SETIMAGE3_4+2:
 | 
						|
		case BPMEM_TX_SETIMAGE3_4+3:
 | 
						|
			break;
 | 
						|
		// -------------------------------
 | 
						|
		// 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_SETTLUT+1:
 | 
						|
		case BPMEM_TX_SETTLUT+2:
 | 
						|
		case BPMEM_TX_SETTLUT+3:
 | 
						|
		case BPMEM_TX_SETLUT_4:
 | 
						|
		case BPMEM_TX_SETLUT_4+1:
 | 
						|
		case BPMEM_TX_SETLUT_4+2:
 | 
						|
		case BPMEM_TX_SETLUT_4+3:
 | 
						|
			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
 | 
						|
		case BPMEM_TEV_REGISTER_H+2:
 | 
						|
		case BPMEM_TEV_REGISTER_L+4: // Reg 3
 | 
						|
		case BPMEM_TEV_REGISTER_H+4:
 | 
						|
		case BPMEM_TEV_REGISTER_L+6: // Reg 4
 | 
						|
		case BPMEM_TEV_REGISTER_H+6:
 | 
						|
			{
 | 
						|
				if (bp.address & 1) 
 | 
						|
				{ 
 | 
						|
					// don't compare with changes!
 | 
						|
					int num = (bp.address >> 1 ) & 0x3;
 | 
						|
					PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
 | 
						|
				}
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		// ------------------------------------------------
 | 
						|
		// On Default, we try to look for other things
 | 
						|
		// before we give up and say its an unknown opcode
 | 
						|
		// again ...
 | 
						|
		// ------------------------------------------------
 | 
						|
		default:
 | 
						|
			switch (bp.address & 0xF0)
 | 
						|
			{
 | 
						|
			// --------------
 | 
						|
			// Indirect Tev
 | 
						|
			// --------------
 | 
						|
			case BPMEM_IND_CMD:
 | 
						|
			case BPMEM_IND_CMD+1:
 | 
						|
			case BPMEM_IND_CMD+2:
 | 
						|
			case BPMEM_IND_CMD+3:
 | 
						|
			case BPMEM_IND_CMD+4:
 | 
						|
			case BPMEM_IND_CMD+5:
 | 
						|
			case BPMEM_IND_CMD+6:
 | 
						|
			case BPMEM_IND_CMD+7:
 | 
						|
			case BPMEM_IND_CMD+8:
 | 
						|
			case BPMEM_IND_CMD+9:
 | 
						|
			case BPMEM_IND_CMD+10:
 | 
						|
			case BPMEM_IND_CMD+11:
 | 
						|
			case BPMEM_IND_CMD+12:
 | 
						|
			case BPMEM_IND_CMD+13:
 | 
						|
			case BPMEM_IND_CMD+14:
 | 
						|
			case BPMEM_IND_CMD+15:
 | 
						|
				break;
 | 
						|
			// --------------------------------------------------
 | 
						|
			// Set Color/Alpha of a Tev
 | 
						|
			// BPMEM_TEV_COLOR_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D
 | 
						|
			// BPMEM_TEV_ALPHA_ENV - Dest, Shift, Clamp, Sub, Bias, Sel A, Sel B, Sel C, Sel D, T Swap, R Swap
 | 
						|
			// --------------------------------------------------
 | 
						|
			case BPMEM_TEV_COLOR_ENV:    // Texture Environment 1
 | 
						|
			case BPMEM_TEV_ALPHA_ENV:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+2:  // Texture Environment 2
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+2:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+4:  // Texture Environment 3
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+4:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+8:  // Texture Environment 4
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+8:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+10: // Texture Environment 5
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+10:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+12: // Texture Environment 6
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+12:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+14: // Texture Environment 7
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+14:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+16: // Texture Environment 8
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+16:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+18: // Texture Environment 9
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+18:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+20: // Texture Environment 10
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+20:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+22: // Texture Environment 11
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+22:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+24: // Texture Environment 12
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+24:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+26: // Texture Environment 13
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+26:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+28: // Texture Environment 14
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+28:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+30: // Texture Environment 15
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+30:
 | 
						|
			case BPMEM_TEV_COLOR_ENV+32: // Texture Environment 16
 | 
						|
			case BPMEM_TEV_ALPHA_ENV+32:
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				WARN_LOG(VIDEO, "Unknown BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
 | 
						|
				break;
 | 
						|
			}		
 | 
						|
	}
 | 
						|
 | 
						|
	// FIXME: Hangs load-state, but should fix graphic-heavy games state loading
 | 
						|
	//s_bpCritical.Leave();
 | 
						|
}
 | 
						|
}
 | 
						|
 |