dolphin/Source/Plugins/Plugin_VideoOGL/Src/BPStructs.cpp
hrydgard c6ffcec991 First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.
Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 19:19:51 +00:00

717 lines
24 KiB
C++

// Copyright (C) 2003-2008 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/
// ---------------------------------------------------------------------------------------
// includes
// -------------
#include "Globals.h"
#include "Profiler.h"
#include "Config.h"
#include "Statistics.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#include "BPStructs.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "TextureMngr.h"
#include "TextureDecoder.h"
#include "TextureConverter.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "XFB.h"
#include "main.h"
// ---------------------------------------------------------------------------------------
// State translation lookup tables
// -------------
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 BPInit()
{
memset(&bpmem, 0, sizeof(bpmem));
bpmem.bpMask = 0xFFFFFF;
}
//////////////////////////////////////////////////////////////////////////////////////
// Write to bpmem
/* ------------------
Called:
At the end of every: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg
TODO:
Turn into function table. The (future) 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(int addr, int changes, int newval)
{
switch (addr)
{
case BPMEM_GENMODE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("genmode: texgen=%d, col=%d, ms_en=%d, tev=%d, culmode=%d, ind=%d, zfeeze=%d\n",
bpmem.genMode.numtexgens, bpmem.genMode.numcolchans,
bpmem.genMode.ms_en, bpmem.genMode.numtevstages+1, bpmem.genMode.cullmode,
bpmem.genMode.numindstages, bpmem.genMode.zfreeze);
// 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);
PixelShaderManager::SetGenModeChanged();
}
break;
case BPMEM_IND_MTX+0:
case BPMEM_IND_MTX+1:
case BPMEM_IND_MTX+2:
case BPMEM_IND_MTX+3:
case BPMEM_IND_MTX+4:
case BPMEM_IND_MTX+5:
case BPMEM_IND_MTX+6:
case BPMEM_IND_MTX+7:
case BPMEM_IND_MTX+8:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3);
}
break;
case BPMEM_RAS1_SS0:
case BPMEM_RAS1_SS1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetIndTexScaleChanged();
}
break;
case BPMEM_ZMODE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("zmode: test=%d, func=%d, upd=%d\n", bpmem.zmode.testenable, bpmem.zmode.func,
bpmem.zmode.updateenable);
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);
}
if (!bpmem.zmode.updateenable)
Renderer::SetRenderMode(Renderer::RM_Normal);
}
break;
case BPMEM_ALPHACOMPARE:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d\n", bpmem.alphaFunc.ref0,
bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
PixelShaderManager::SetAlpha(bpmem.alphaFunc);
}
break;
case BPMEM_CONSTANTALPHA:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
SETSTAT(stats.dstAlphaEnable, bpmem.dstalpha.enable);
SETSTAT_UINT(stats.dstAlpha, bpmem.dstalpha.alpha);
Renderer::SetBlendMode(false);
}
break;
case BPMEM_LINEPTWIDTH:
{
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);
break;
}
case BPMEM_PE_CONTROL: // GXSetZCompLoc, GXPixModeSync
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_BLENDMODE:
if (changes & 0xFFFF) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d\n",
bpmem.blendmode.blendenable, bpmem.blendmode.logicopenable, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate,
bpmem.blendmode.dstfactor, bpmem.blendmode.srcfactor, bpmem.blendmode.subtract, bpmem.blendmode.logicmode);
/*
Logic Operation Blend Modes
--------------------
0: GL_CLEAR
1: GL_AND
2: GL_AND_REVERSE
3: GL_COPY [Super Smash. Bro. Melee, NES Zelda I, NES Zelda II]
4: GL_AND_INVERTED
5: GL_NOOP
6: GL_XOR
7: GL_OR [Zelda: TP]
8: GL_NOR
9: GL_EQUIV
10: GL_INVERT
11: GL_OR_REVERSE
12: GL_COPY_INVERTED
13: GL_OR_INVERTED
14: GL_NAND
15: GL_SET
*/
// LogicOp Blending
if (changes & 2) {
SETSTAT(stats.logicOpMode, bpmem.blendmode.logicopenable != 0 ? bpmem.blendmode.logicmode : stats.logicOpMode);
if (bpmem.blendmode.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
// PanicAlert("Logic Op Blend : %i", bpmem.blendmode.logicmode);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
glDisable(GL_COLOR_LOGIC_OP);
}
// Dithering
if (changes & 4) {
SETSTAT(stats.dither, bpmem.blendmode.dither);
if (bpmem.blendmode.dither) glEnable(GL_DITHER);
else glDisable(GL_DITHER);
}
// Blending
if (changes & 0xFE1)
{
SETSTAT(stats.srcFactor, bpmem.blendmode.srcfactor);
SETSTAT(stats.dstFactor, bpmem.blendmode.dstfactor);
Renderer::SetBlendMode(false);
}
// Color Mask
if (changes & 0x18)
{
SETSTAT(stats.alphaUpdate, bpmem.blendmode.alphaupdate);
SETSTAT(stats.colorUpdate, bpmem.blendmode.colorupdate);
Renderer::SetColorMask();
}
}
break;
case BPMEM_FOGRANGE:
case BPMEM_FOGPARAM0:
case BPMEM_FOGBEXPONENT:
case BPMEM_FOGBMAGNITUDE:
case BPMEM_FOGPARAM3:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetFogParamChanged();
}
break;
case BPMEM_FOGCOLOR:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetFogColorChanged();
}
break;
case BPMEM_TEXINVALIDATE:
break;
case BPMEM_SCISSOROFFSET:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
Renderer::SetScissorRect();
}
break;
case BPMEM_SCISSORTL:
case BPMEM_SCISSORBR:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (!Renderer::SetScissorRect())
{
if (addr == BPMEM_SCISSORBR) {
ERROR_LOG(VIDEO, "bad scissor!\n");
}
}
}
break;
case BPMEM_ZTEX1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
}
break;
case BPMEM_ZTEX2:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (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\n", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
#endif
}
break;
case 0xf6: // ksel0
case 0xf7: // ksel1
case 0xf8: // ksel2
case 0xf9: // ksel3
case 0xfa: // ksel4
case 0xfb: // ksel5
case 0xfc: // ksel6
case 0xfd: // ksel7
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevKSelChanged(addr-0xf6);
}
break;
case BPMEM_SETDRAWDONE:
VertexManager::Flush();
switch (newval & 0xFF)
{
case 0x02:
g_VideoInitialize.pSetPEFinish(); // may generate interrupt
DEBUG_LOG(VIDEO, "GXSetDrawDone SetPEFinish (value: 0x%02X)", (newval & 0xFFFF));
break;
default:
DEBUG_LOG(VIDEO, "GXSetDrawDone ??? (value 0x%02X)", (newval & 0xFFFF));
break;
}
break;
case BPMEM_PE_TOKEN_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), FALSE);
DEBUG_LOG(VIDEO, "SetPEToken 0x%04x", (newval & 0xFFFF));
break;
case BPMEM_PE_TOKEN_INT_ID:
g_VideoInitialize.pSetPEToken(static_cast<u16>(newval & 0xFFFF), TRUE);
DEBUG_LOG(VIDEO, "SetPEToken + INT 0x%04x", (newval & 0xFFFF));
break;
case BPMEM_SETGPMETRIC: // Set gp metric?
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");
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
// 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 = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
// 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)
{
// EFB to texture
// for some reason it sets bpmem.zcontrol.pixel_format to PIXELFMT_Z24 every time a zbuffer format is given as a dest to GXSetTexCopyDst
if (!g_Config.bEFBCopyDisable)
{
if (g_Config.bCopyEFBToRAM)
{
TextureConverter::EncodeToRam(bpmem.copyTexDest << 5,
bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
PE_copy.intensity_fmt > 0,
(PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8), // ??
PE_copy.half_scale > 0, rc);
}
else
{
TextureMngr::CopyRenderTargetToTexture(bpmem.copyTexDest << 5,
bpmem.zcontrol.pixel_format == PIXELFMT_Z24,
PE_copy.intensity_fmt > 0,
(PE_copy.target_pixel_format / 2) + ((PE_copy.target_pixel_format & 1) * 8), // ??
PE_copy.half_scale > 0, rc);
}
}
}
else
{
// EFB to XFB
if (g_Config.bUseXFB)
{
// 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;
XFB_Write(pXFB, multirc, dstWidth, dstHeight);
// FIXME: we draw XFB from here in DC mode.
// Bad hack since we can have multiple EFB to XFB copy before a draw.
// Plus we should use width and height from VI regs (see VI->Update()).
// Dixit donkopunchstania for the info.
//DebugLog("(EFB to XFB->XFB_Draw): ptr: %08x | %ix%i", (u32)pXFB, dstWidth, dstHeight);
if (g_VideoInitialize.bUseDualCore)
XFB_Draw(pXFB, dstWidth, dstHeight, 0);
}
else
{
// Hm, we need to compensate for the fact that the copy may be bigger than what is displayed.
// Seen in Spartan Warrior. Not sure how to deal with it yet.
Renderer::Swap(multirc);
}
g_VideoInitialize.pCopiedToXFB();
}
// --------------------------------------------------------
// Clear the picture after it's done and submitted, to prepare for the next picture
// --------------------------
if (PE_copy.clear)
{
// Clear color
Renderer::SetRenderMode(Renderer::RM_Normal);
// Clear Z-Buffer target
bool bRestoreZBufferTarget = Renderer::UseFakeZTarget();
// 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;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f),
((clearColor>>24) & 0xff)*(1/255.0f));
bits |= GL_COLOR_BUFFER_BIT;
}
if (bpmem.zmode.updateenable)
{
glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
bits |= GL_DEPTH_BUFFER_BIT;
}
if (bRestoreZBufferTarget)
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
glClear(bits);
}
// Have to clear the target zbuffer
if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
{
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
GL_REPORT_ERRORD();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// red should probably be the LSB
glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
glClear(GL_COLOR_BUFFER_BIT);
Renderer::SetColorMask();
GL_REPORT_ERRORD();
}
if (bRestoreZBufferTarget)
{
// restore target
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, s_drawbuffers);
}
}
Renderer::RestoreGLState();
}
break;
// ==================================
case BPMEM_LOADTLUT:
{
DVSTARTSUBPROFILE("LoadBPReg:GXLoadTlut");
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
u32 tlutTMemAddr = (newval & 0x3FF) << 9;
u32 tlutXferCount = (newval & 0x1FFC00) >> 5;
u8 *ptr = 0;
// TODO - figure out a cleaner way.
if (g_VideoInitialize.bWii)
ptr = g_VideoInitialize.pGetMemoryPointer(bpmem.tlutXferSrc << 5);
else
ptr = g_VideoInitialize.pGetMemoryPointer((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;
default:
switch (addr & 0xFC) //texture sampler filter
{
case 0x28: // tevorder 0-3
case 0x2C: // tevorder 4-7
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevOrderChanged(addr - 0x28);
}
break;
case 0x80: // TEX MODE 0
case 0xA0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x84://TEX MODE 1
case 0xA4:
break;
case 0x88://TEX IMAGE 0
case 0xA8:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x8C://TEX IMAGE 1
case 0xAC:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x90://TEX IMAGE 2
case 0xB0:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x94://TEX IMAGE 3
case 0xB4:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x98://TEX TLUT
case 0xB8:
if (changes)
{
//textureChanged[((addr&0xE0)==0xA0)*4+(addr&3)] = true;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case 0x9C://TEX UNKNOWN
case 0xBC:
//ERROR_LOG("texunknown%x = %x\n", addr, newval);
((u32*)&bpmem)[addr] = newval;
break;
case 0xE0:
case 0xE4:
if (addr&1) { // don't compare with changes!
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
int num = (addr>>1)&0x3;
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
}
else
((u32*)&bpmem)[addr] = newval;
break;
default:
switch (addr&0xF0) {
case 0x10: // tevindirect 0-15
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevIndirectChanged(addr - 0x10);
}
break;
case 0x30:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTexDimsChanged((addr >> 1) & 0x7);
}
break;
case 0xC0:
case 0xD0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderManager::SetTevCombinerChanged((addr & 0x1f) / 2);
}
break;
case 0x20:
case 0x80:
case 0x90:
case 0xA0:
case 0xB0:
// Just update the bpmem struct, don't do anything else
default:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
/*switch(addr) {
case 0x01:
case 0x02:
case 0x03:
case 0x04: break; // copy filter values
case 0x0f: break; // mask
case 0x27: break; // tev ind order
case 0x44: break; // field mask
case 0x45: break; // draw done
case 0x46: break; // clock
case 0x49:
case 0x4a: break; // copy tex src
case 0x4b: break; // copy tex dest
case 0x4d: break; // copyMipMapStrideChannels
case 0x4e: break; // disp copy scale
case 0x4f: break; // clear color
case 0x50: break; // clear color
case 0x51: break; // casez
case 0x52: break; // trigger efb copy
case 0x53:
case 0x54: break; // more copy filters
case 0x55:
case 0x56: break; // bounding box
case 0x64:
case 0x65: break; // tlut src dest
case 0xe8: break; // fog range
case 0xe9:
case 0xea:
case 0xeb:
case 0xec:
case 0xed: break; // fog
case 0xfe: break; // mask
default:
// 0x58 = 0xf
// 0x69 = 0x49e
ERROR_LOG("bp%.2x = %x\n", addr, newval);
}*/
}
break;
}
break;
}
break;
}
}