// 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 "Profiler.h" #include "Statistics.h" #include "VideoCommon.h" #include "PixelShaderManager.h" #include "BPFunctions.h" #include "BPStructs.h" #include "TextureDecoder.h" #include "OpcodeDecoding.h" #include "VertexLoader.h" #include "VertexShaderManager.h" using namespace BPFunctions; void BPInit() { memset(&bpmem, 0, sizeof(bpmem)); bpmem.bpMask = 0xFFFFFF; } // ---------------------------------------------------------------------------------------------------------- // Write to the BreakPoint Memory /* ------------------ Called: At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly, getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\ just stuff geometry in them and don't put state changes there. */ // ---------------------------------------------------------------------------------------------------------- void BPWritten(const BreakPoint& bp) { // If nothing changed, return //if ((bp.changes == 0 ? false : true)) // return; // Flush the pipeline then update the BreakPoint Memory FlushPipeline(); ((u32*)&bpmem)[bp.address] = bp.newvalue; switch (bp.address) { // ----------------------------------------------------- // BPs that calls other code besides updating the memory // ----------------------------------------------------- case BPMEM_GENMODE: PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d", bpmem.genMode.numtexgens, bpmem.genMode.numcolchans, bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode, bpmem.genMode.numindstages, bpmem.genMode.zfreeze); SetGenerationMode(); break; case BPMEM_IND_MTXA: case BPMEM_IND_MTXB: case BPMEM_IND_MTXC: case BPMEM_IND_MTXA+3: case BPMEM_IND_MTXB+3: case BPMEM_IND_MTXC+3: case BPMEM_IND_MTXA+6: case BPMEM_IND_MTXB+6: case BPMEM_IND_MTXC+6: PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3); break; case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0 case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1 PixelShaderManager::SetIndTexScaleChanged(); break; case BPMEM_SCISSORTL: // Scissor Rectable Top, Left case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right SetScissor(bp); break; case BPMEM_LINEPTWIDTH: SetLineWidth(); break; case BPMEM_ZMODE: PRIM_LOG("zmode: test=%d, func=%d, upd=%d", bpmem.zmode.testenable, bpmem.zmode.func, bpmem.zmode.updateenable); SetDepthMode(); break; case BPMEM_BLENDMODE: if (bp.changes & 0xFFFF) { PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d", bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode); // Set LogicOp Blending Mode if (bp.changes & 2) { SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode); SetLogicOpMode(); } // Set Dithering Mode if (bp.changes & 4) { SETSTAT(stats.dither, bpmem.blendmode.dither); SetDitherMode(); } // Set Blending Mode if (bp.changes & 0xFE1) { SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor); SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor); SetBlendMode(); } // Set Color Mask if (bp.changes & 0x18) { SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate); SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate); SetColorMask(); } } break; case BPMEM_CONSTANTALPHA: PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable); SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable); SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha); PixelShaderManager::SetDestAlpha(bpmem.dstalpha); break; case BPMEM_SETDRAWDONE: switch (bp.newvalue & 0xFF) { case 0x02: g_VideoInitialize.pSetPEFinish(); // may generate interrupt DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (bp.newvalue & 0xFFFF)); break; default: DEBUG_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (bp.newvalue & 0xFFFF)); break; } break; case BPMEM_PE_TOKEN_ID: g_VideoInitialize.pSetPEToken(static_cast(bp.newvalue & 0xFFFF), FALSE); DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (bp.newvalue & 0xFFFF)); break; case BPMEM_PE_TOKEN_INT_ID: g_VideoInitialize.pSetPEToken(static_cast(bp.newvalue & 0xFFFF), TRUE); DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (bp.newvalue & 0xFFFF)); break; // ------------------------ // EFB copy command. This copies a rectangle from the EFB to either RAM in a texture format or to XFB as YUYV. // It can also optionally clear the EFB while copying from it. To emulate this, we of course copy first and clear afterwards. case BPMEM_TRIGGER_EFB_COPY: { DVSTARTSUBPROFILE("LoadBPReg:swap"); // The bottom right is within the rectangle // The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function TRectangle rc = { (int)(bpmem.copyTexSrcXY.x), (int)(bpmem.copyTexSrcXY.y), (int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)), (int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1)) }; float MValueX = GetRendererTargetScaleX(); float MValueY = GetRendererTargetScaleY(); // Need another rc here to get it to scale. // Here the bottom right is the out of the rectangle. TRectangle multirc = { (int)(bpmem.copyTexSrcXY.x * MValueX), (int)(bpmem.copyTexSrcXY.y * MValueY), (int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)), (int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY)) }; UPE_Copy PE_copy; PE_copy.Hex = bpmem.triggerEFBCopy; // ---------------------------------------------------------- // Check to where we should copy the image data from the EFB. // ---------------------------------------------------------- if (PE_copy.copy_to_xfb == 0) { if (GetConfig(CONFIG_SHOWEFBREGIONS)) stats.efb_regions.push_back(rc); u32 address = bpmem.copyTexDest << 5; bool fromZBuffer = (bpmem.zcontrol.pixel_format == PIXELFMT_Z24); bool isIntensity = (PE_copy.intensity_fmt > 0); u32 copyFormat = ((PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8)); bool scaleByHalf = (PE_copy.half_scale > 0); CopyEFB(rc, address, fromZBuffer, isIntensity, copyFormat, scaleByHalf); } else { // the number of lines copied is determined by the y scale * source efb height float yScale = bpmem.dispcopyyscale / 256.0f; float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale; u8* pXFB = Memory_GetPtr(bpmem.copyTexDest << 5); u32 dstWidth = (bpmem.copyMipMapStrideChannels << 4); u32 dstHeight = (u32)xfbLines; RenderToXFB(multirc, yScale, xfbLines, pXFB, dstWidth, dstHeight); } // ---------------------------------------------------------------------------------- // Clear the picture after it's done and submitted, to prepare for the next picture // ---------------------------------------------------------------------------------- if (PE_copy.clear) ClearScreen(multirc); RestoreRenderState(); break; } case BPMEM_SCISSOROFFSET: SetScissorRectangle(); break; case BPMEM_LOADTLUT0: case BPMEM_LOADTLUT1: { DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut"); u32 tlutTMemAddr = (bp.newvalue & 0x3FF) << 9; u32 tlutXferCount = (bp.newvalue & 0x1FFC00) >> 5; u8 *ptr = 0; // TODO - figure out a cleaner way. if (GetConfig(CONFIG_ISWII)) ptr = GetPointer(bpmem.tlutXferSrc << 5); else ptr = GetPointer((bpmem.tlutXferSrc & 0xFFFFF) << 5); if (ptr) memcpy_gc(texMem + tlutTMemAddr, ptr, tlutXferCount); else PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tlutXferSrc, bpmem.tlutXferSrc << 5, (bpmem.tlutXferSrc & 0xFFFFF)<< 5); // TODO(ector) : kill all textures that use this palette // Not sure if it's a good idea, though. For now, we hash texture palettes } break; case BPMEM_FOGRANGE: case BPMEM_FOGPARAM0: case BPMEM_FOGBMAGNITUDE: case BPMEM_FOGBEXPONENT: case BPMEM_FOGPARAM3: if(!GetConfig(CONFIG_DISABLEFOG)) PixelShaderManager::SetFogParamChanged(); break; case BPMEM_FOGCOLOR: PixelShaderManager::SetFogColorChanged(); break; case BPMEM_ALPHACOMPARE: PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d", bpmem.alphaFunc.ref0, bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic); PixelShaderManager::SetAlpha(bpmem.alphaFunc); break; case BPMEM_ZTEX1: // BIAS PRIM_LOG("ztex bias=0x%x", bpmem.ztex1.bias); PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias); break; case BPMEM_ZTEX2: if (bp.changes & 3) PixelShaderManager::SetZTextureTypeChanged(); #if defined(_DEBUG) || defined(DEBUGFAST) const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"}; const char* pztype[] = {"Z8", "Z16", "Z24", "?"}; PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]); #endif break; // -------------------------------------- // BPs that only flush and update memory // -------------------------------------- case BPMEM_DISPLAYCOPYFILER: case BPMEM_DISPLAYCOPYFILER+1: case BPMEM_DISPLAYCOPYFILER+2: case BPMEM_DISPLAYCOPYFILER+3: case BPMEM_IND_IMASK: case BPMEM_SU_COUNTER: case BPMEM_RAS_COUNTER: case BPMEM_IREF: case BPMEM_PE_CONTROL: case BPMEM_FIELDMASK: case BPMEM_CLOCK0: case BPMEM_EFB_TL: // EFB Source Rect. Top, Left case BPMEM_EFB_BR: // EFB Source Rect. Bottom, Right (w, h - 1) case BPMEM_EFB_ADDR: // EFB Target Address case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel case BPMEM_COPYYSCALE: // Display Copy Y Scale case BPMEM_CLEAR_AR: // Set Clear Alpha and Red Components case BPMEM_CLEAR_GB: // Green and Blue case BPMEM_CLEAR_Z: // Clear Z, 24-bit Z Value case BPMEM_COPYFILTER0: case BPMEM_COPYFILTER1: case BPMEM_CLEARBBOX1: // let's hope not many games use bboxes.. case BPMEM_CLEARBBOX2: // TODO(ector): add something that watches bboxes case BPMEM_TEXINVALIDATE: case BPMEM_SETGPMETRIC: // Debugging info case BPMEM_FIELDMODE: case BPMEM_CLOCK1: 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: 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 { case BPMEM_TREF: // Texture Environment Order 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: case BPMEM_SU_SSIZE: // Texture Wrap Size U? case BPMEM_SU_TSIZE: // Texture Wrap Size V? 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: case BPMEM_TX_SETMODE0: // 0x90 for Linear, Index 0 case BPMEM_TX_SETMODE0+1: case BPMEM_TX_SETMODE0+2: case BPMEM_TX_SETMODE0+3: // Index 4 case BPMEM_TX_SETMODE1: case BPMEM_TX_SETMODE1+1: case BPMEM_TX_SETMODE1+2: case BPMEM_TX_SETMODE1+3: case BPMEM_TX_SETIMAGE0: // Texture Size ? case BPMEM_TX_SETIMAGE0+1: case BPMEM_TX_SETIMAGE0+2: case BPMEM_TX_SETIMAGE0+3: case BPMEM_TX_SETIMAGE1: case BPMEM_TX_SETIMAGE1+1: case BPMEM_TX_SETIMAGE1+2: case BPMEM_TX_SETIMAGE1+3: case BPMEM_TX_SETIMAGE2: case BPMEM_TX_SETIMAGE2+1: case BPMEM_TX_SETIMAGE2+2: case BPMEM_TX_SETIMAGE2+3: case BPMEM_TX_SETIMAGE3: // Texture Pointer case BPMEM_TX_SETIMAGE3+1: case BPMEM_TX_SETIMAGE3+2: case BPMEM_TX_SETIMAGE3+3: case BPMEM_TX_LOADTLUT_0: // wtf? Load TLUT 0 here ?? (THIS HAS TO BE SET TLUT NOT LOAD TLUT !! :P, mistake found in YAGD!) case BPMEM_TX_LOADTLUT_0+1: case BPMEM_TX_LOADTLUT_0+2: case BPMEM_TX_LOADTLUT_0+3: case BPMEM_TX_SETMODE0_4: // This is Mode 0 for Index 5 to 8 case BPMEM_TX_SETMODE0_4+1: case BPMEM_TX_SETMODE0_4+2: case BPMEM_TX_SETMODE0_4+3: case BPMEM_TX_SETMODE1_4: // This is Mode 1 for Index 5 to 8 case BPMEM_TX_SETMODE1_4+1: case BPMEM_TX_SETMODE1_4+2: case BPMEM_TX_SETMODE1_4+3: case BPMEM_TX_SETIMAGE0_4: // This is Image 0 for Index 5 to 8 case BPMEM_TX_SETIMAGE0_4+1: case BPMEM_TX_SETIMAGE0_4+2: case BPMEM_TX_SETIMAGE0_4+3: case BPMEM_TX_SETIMAGE1_4: // This is Image 1 for Index 5 to 8 case BPMEM_TX_SETIMAGE1_4+1: case BPMEM_TX_SETIMAGE1_4+2: case BPMEM_TX_SETIMAGE1_4+3: case BPMEM_TX_SETIMAGE2_4: // This is Image 2 for Index 5 to 8 case BPMEM_TX_SETIMAGE2_4+1: case BPMEM_TX_SETIMAGE2_4+2: case BPMEM_TX_SETIMAGE2_4+3: case BPMEM_TX_SETIMAGE3_4: // This is Image 3 for Index 5 to 8 case BPMEM_TX_SETIMAGE3_4+1: case BPMEM_TX_SETIMAGE3_4+2: case BPMEM_TX_SETIMAGE3_4+3: case BPMEM_TX_SETLUT_4: // This is Setting TLUT for Index 5 to 8 case BPMEM_TX_SETLUT_4+1: case BPMEM_TX_SETLUT_4+2: case BPMEM_TX_SETLUT_4+3: break; 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) { 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: 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 BreakPoint opcode: address = %08x value = %08x", bp.address, bp.newvalue); } } } }