// Copyright (C) 2003-2009 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "BPFunctions.h" #include "Globals.h" #include "Profiler.h" #include "Config.h" #include "VertexManager.h" #include "Render.h" #include "TextureMngr.h" #include "TextureConverter.h" #include "VertexShaderManager.h" #include "XFB.h" #include "main.h" namespace BPFunctions { // ---------------------------------------------- // State translation lookup tables // Reference: Yet Another Gamecube Documentation // ---------------------------------------------- static const GLenum glCmpFuncs[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS }; static const GLenum glLogicOpCodes[16] = { GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR, GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET }; void FlushPipeline() { VertexManager::Flush(); } void SetGenerationMode(const Bypass &bp) { // none, ccw, cw, ccw if (bpmem.genMode.cullmode > 0) { glEnable(GL_CULL_FACE); glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW); } else glDisable(GL_CULL_FACE); } void SetScissor(const Bypass &bp) { if (!Renderer::SetScissorRect()) if (bp.address == BPMEM_SCISSORBR) ERROR_LOG(VIDEO, "bad scissor!"); } void SetLineWidth(const Bypass &bp) { float fratio = xfregs.rawViewport[0] != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f; if (bpmem.lineptwidth.linesize > 0) glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths if (bpmem.lineptwidth.pointsize > 0) glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f); } void SetDepthMode(const Bypass &bp) { if (bpmem.zmode.testenable) { glEnable(GL_DEPTH_TEST); glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE); glDepthFunc(glCmpFuncs[bpmem.zmode.func]); } else { // if the test is disabled write is disabled too glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } } void SetBlendMode(const Bypass &bp) { Renderer::SetBlendMode(false); } void SetDitherMode(const Bypass &bp) { if (bpmem.blendmode.dither) glEnable(GL_DITHER); else glDisable(GL_DITHER); } void SetLogicOpMode(const Bypass &bp) { if (bpmem.blendmode.logicopenable) { glEnable(GL_COLOR_LOGIC_OP); glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]); } else glDisable(GL_COLOR_LOGIC_OP); } void SetColorMask(const Bypass &bp) { Renderer::SetColorMask(); } float GetRendererTargetScaleX() { return Renderer::GetTargetScaleX(); } float GetRendererTargetScaleY() { return Renderer::GetTargetScaleY(); } void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const bool &scaleByHalf) { // bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format) if (!g_Config.bEFBCopyDisable) if (g_Config.bCopyEFBToRAM) // To RAM TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc); else // To OGL Texture TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc); } void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight) { Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, multirc); } void ClearScreen(const Bypass &bp, const TRectangle &multirc) { // Update the view port for clearing the picture glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); // Always set the scissor in case it was set by the game and has not been reset glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom), (multirc.right - multirc.left), (multirc.bottom - multirc.top)); // --------------------------- VertexShaderManager::SetViewportChanged(); // Since clear operations use the source rectangle, we have to do // regular renders (glClear clears the entire buffer) if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable) { GLbitfield bits = 0; if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) { u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; // Alpha may or may not be present depending on the EFB pixel format. GLclampf clearAlpha = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) ? ((clearColor>>24) & 0xff)*(1/255.0f) : 1.0f; glClearColor(((clearColor>>16) & 0xff)*(1/255.0f), ((clearColor>>8 ) & 0xff)*(1/255.0f), ((clearColor>>0 ) & 0xff)*(1/255.0f), clearAlpha); bits |= GL_COLOR_BUFFER_BIT; } if (bpmem.zmode.updateenable) { glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF)); bits |= GL_DEPTH_BUFFER_BIT; } glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glClear(bits); } } void RestoreRenderState(const Bypass &bp) { Renderer::RestoreGLState(); } bool GetConfig(const int &type) { switch (type) { case CONFIG_ISWII: return g_VideoInitialize.bWii; case CONFIG_DISABLEFOG: return g_Config.bDisableFog; case CONFIG_SHOWEFBREGIONS: return g_Config.bShowEFBCopyRegions; default: PanicAlert("GetConfig Error: Unknown Config Type!"); return false; } } u8 *GetPointer(const u32 &address) { return g_VideoInitialize.pGetMemoryPointer(address); } void SetSamplerState(const Bypass &bp) { // TODO } void SetInterlacingMode(const Bypass &bp) { // TODO } };