// Copyright (C) 2003 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 "Common.h" #include "RenderBase.h" #include "TextureCacheBase.h" #include "VertexManagerBase.h" #include "VertexShaderManager.h" #include "VideoConfig.h" #include "HW/Memmap.h" #include "ConfigManager.h" const bool renderFog = false; namespace BPFunctions { // ---------------------------------------------- // State translation lookup tables // Reference: Yet Another Gamecube Documentation // ---------------------------------------------- void FlushPipeline() { VertexManager::Flush(); } void SetGenerationMode() { g_renderer->SetGenerationMode(); } void SetScissor() { const int xoff = bpmem.scissorOffset.x * 2 - 342; const int yoff = bpmem.scissorOffset.y * 2 - 342; EFBRectangle rc (bpmem.scissorTL.x - xoff - 342, bpmem.scissorTL.y - yoff - 342, bpmem.scissorBR.x - xoff - 341, bpmem.scissorBR.y - yoff - 341); if (rc.left < 0) rc.left = 0; if (rc.top < 0) rc.top = 0; if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH; if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT; if (rc.left > rc.right) rc.right = rc.left; if (rc.top > rc.bottom) rc.bottom = rc.top; TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc); g_renderer->SetScissorRect(trc); UpdateViewportWithCorrection(); } void SetLineWidth() { g_renderer->SetLineWidth(); } void SetDepthMode() { g_renderer->SetDepthMode(); } void SetBlendMode() { g_renderer->SetBlendMode(false); } void SetDitherMode() { g_renderer->SetDitherMode(); } void SetLogicOpMode() { g_renderer->SetLogicOpMode(); } void SetColorMask() { g_renderer->SetColorMask(); } void CopyEFB(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, 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_ActiveConfig.bEFBCopyEnable) { TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf); } } /* Explanation of the magic behind ClearScreen: There's numerous possible formats for the pixel data in the EFB. However, in the HW accelerated backends we're always using RGBA8 for the EFB format, which causes some problems: - We're using an alpha channel although the game doesn't - If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the native HW To properly emulate the above points, we're doing the following: (1) - disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an alpha channel - NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case! - Same for color channels, these need to be cleared to 0x00 though. (2) - convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again - convert the Z24 depth value to Z16 and back to Z24 */ void ClearScreen(const EFBRectangle &rc) { bool colorEnable = bpmem.blendmode.colorupdate; bool alphaEnable = bpmem.blendmode.alphaupdate; bool zEnable = bpmem.zmode.updateenable; // (1): Disable unused color channels if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB8_Z24 || bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16 || bpmem.zcontrol.pixel_format == PIXELFMT_Z24) { alphaEnable = false; } if (colorEnable || alphaEnable || zEnable) { u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; u32 z = bpmem.clearZValue; // (2) drop additional accuracy if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) { color = RGBA8ToRGBA6ToRGBA8(color); } else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) { color = RGBA8ToRGB565ToRGBA8(color); z = Z24ToZ16ToZ24(z); } g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z); } } void OnPixelFormatChange() { int convtype = -1; // TODO : Check for Z compression format change // When using 16bit Z, the game may enable a special compression format which we need to handle // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that. /* * When changing the EFB format, the pixel data won't get converted to the new format but stays the same. * Since we are always using an RGBA8 buffer though, this causes issues in some games. * Thus, we reinterpret the old EFB data with the new format here. */ if (!g_ActiveConfig.bEFBEmulateFormatChanges || !g_ActiveConfig.backend_info.bSupportsFormatReinterpretation) return; u32 old_format = Renderer::GetPrevPixelFormat(); u32 new_format = bpmem.zcontrol.pixel_format; // no need to reinterpret pixel data in these cases if (new_format == old_format || old_format == (unsigned int)-1) goto skip; // Check for pixel format changes switch (old_format) { case PIXELFMT_RGB8_Z24: case PIXELFMT_Z24: // Z24 and RGB8_Z24 are treated equal, so just return in this case if (new_format == PIXELFMT_RGB8_Z24 || new_format == PIXELFMT_Z24) goto skip; if (new_format == PIXELFMT_RGBA6_Z24) convtype = 0; else if (new_format == PIXELFMT_RGB565_Z16) convtype = 1; break; case PIXELFMT_RGBA6_Z24: if (new_format == PIXELFMT_RGB8_Z24 || new_format == PIXELFMT_Z24) convtype = 2; else if (new_format == PIXELFMT_RGB565_Z16) convtype = 3; break; case PIXELFMT_RGB565_Z16: if (new_format == PIXELFMT_RGB8_Z24 || new_format == PIXELFMT_Z24) convtype = 4; else if (new_format == PIXELFMT_RGBA6_Z24) convtype = 5; break; default: break; } if (convtype == -1) { ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d\n", old_format, new_format); goto skip; } g_renderer->ReinterpretPixelData(convtype); skip: DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", new_format, bpmem.zcontrol.zformat); Renderer::StorePixelFormat(new_format); } bool GetConfig(const int &type) { switch (type) { case CONFIG_ISWII: return SConfig::GetInstance().m_LocalCoreStartupParameter.bWii; case CONFIG_DISABLEFOG: return g_ActiveConfig.bDisableFog; case CONFIG_SHOWEFBREGIONS: return g_ActiveConfig.bShowEFBCopyRegions; default: PanicAlert("GetConfig Error: Unknown Config Type!"); return false; } } u8 *GetPointer(const u32 &address) { return Memory::GetPointer(address); } // Never used. All backends call SetSamplerState in VertexManager::Flush void SetTextureMode(const BPCmd &bp) { g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0); } void SetInterlacingMode(const BPCmd &bp) { // TODO switch (bp.address) { case BPMEM_FIELDMODE: { // SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH // just before this cmd const char *action[] = { "don't adjust", "adjust" }; DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD], action[bpmem.lineptwidth.lineaspect]); } break; case BPMEM_FIELDMASK: { // Determines if fields will be written to EFB (always computed) const char *action[] = { "skip", "write" }; DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even], action[bpmem.fieldmask.odd]); } break; default: ERROR_LOG(VIDEO, "SetInterlacingMode default"); break; } } };