dolphin/Source/Plugins/Plugin_VideoDX9/Src/BPStructs.cpp
XTra.KrazzY 7419475959 One step closer to fixing D3D. Now textures are set properly.
Still, memory leak exists for some unknown reason (we don't allocate more pages and we release every texture)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2601 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-07 18:05:29 +00:00

728 lines
20 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/
#include "D3DBase.h"
#include "Config.h"
#include "Common.h"
#include "Profiler.h"
#include "BPStructs.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "TextureDecoder.h"
#include "VertexManager.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "Utils.h"
#include "main.h" //for the plugin interface
bool textureChanged[8];
const bool renderFog = false;
using namespace D3D;
// State translation lookup tables
static const D3DBLEND d3dSrcFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DBLEND d3dDestFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DCULL d3dCullModes[4] =
{
D3DCULL_NONE,
D3DCULL_CCW,
D3DCULL_CW,
D3DCULL_CCW
};
static const D3DCMPFUNC d3dCmpFuncs[8] =
{
D3DCMP_NEVER,
D3DCMP_LESS,
D3DCMP_EQUAL,
D3DCMP_LESSEQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_ALWAYS
};
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_ANISOTROPIC,
D3DTEXF_LINEAR, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
void BPInit()
{
memset(&bpmem, 0, sizeof(bpmem));
bpmem.bpMask = 0xFFFFFF;
}
// __________________________________________________________________________________________________
// BPWritten
//
void BPWritten(int addr, int changes, int newval)
{
switch(addr)
{
case BPMEM_GENMODE:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
// dev->SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
Renderer::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
if (bpmem.genMode.cullmode == 3)
{
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
}
else
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
}
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;
if (bpmem.zmode.testenable)
{
// dev->SetRenderState(D3DRS_ZENABLE, TRUE);
// dev->SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
// dev->SetRenderState(D3DRS_ZFUNC,d3dCmpFuncs[bpmem.zmode.func]);
Renderer::SetRenderState(D3DRS_ZENABLE, TRUE);
Renderer::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
Renderer::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
// dev->SetRenderState(D3DRS_ZENABLE, FALSE);
// dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
Renderer::SetRenderState(D3DRS_ZENABLE, FALSE);
Renderer::SetRenderState(D3DRS_ZWRITEENABLE, 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);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
}
break;
case BPMEM_LINEPTWIDTH:
{
// We can't change line width in D3D unless we use ID3DXLine
//bpmem.lineptwidth.linesize);
float psize = float(bpmem.lineptwidth.pointsize) * 6.0f;
Renderer::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
break;
case 0x43:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_BLENDMODE:
if (changes & 0xFFFF)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (changes & 1)
{
// dev->SetRenderState(D3DRS_ALPHABLENDENABLE,bpmem.blendmode.blendenable);
Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
}
if (changes & 2) {} // Logic op blending. D3D can't do this but can fake some modes.
if (changes & 4) {
// Dithering is pointless. Will make things uglier and will be different from GC.
// dev->SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither);
}
D3DBLEND src = d3dSrcFactors[bpmem.blendmode.srcfactor];
D3DBLEND dst = d3dDestFactors[bpmem.blendmode.dstfactor];
if (changes & 0x700)
{
// dev->SetRenderState(D3DRS_SRCBLEND, src);
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
}
if (changes & 0xE0) {
if (!bpmem.blendmode.subtract)
{
// dev->SetRenderState(D3DRS_DESTBLEND, dst);
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
else
{
// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
}
if (changes & 0x800) {
if (bpmem.blendmode.subtract)
{
// dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
Renderer::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
}
else
{
// dev->SetRenderState(D3DRS_SRCBLEND, src);
// dev->SetRenderState(D3DRS_DESTBLEND, dst);
Renderer::SetRenderState(D3DRS_SRCBLEND, src);
Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
}
// dev->SetRenderState(D3DRS_BLENDOP,bpmem.blendmode.subtract?D3DBLENDOP_SUBTRACT:D3DBLENDOP_ADD);
Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
}
//if (bpmem.blendmode.logicopenable) // && bpmem.blendmode.logicmode == 4)
// MessageBox(0,"LOGIC",0,0);
if (changes & 0x18)
{
// Color Mask
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
}
break;
case BPMEM_FOGRANGE:
if (changes) {
// TODO(XK): Fog range format
//Renderer::SetRenderState(D3DRS_FOGSTART, ...
//Renderer::SetRenderState(D3DRS_FOGEND, ...
}
break;
case BPMEM_FOGPARAM0:
{
// u32 fogATemp = bpmem.fog.a<<12;
// float fogA = *(float*)(&fogATemp);
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_FOGBEXPONENT:
case BPMEM_FOGBMAGNITUDE:
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
}
break;
case BPMEM_FOGPARAM3:
//fog settings
if (changes) {
static bool bFog = false;
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (!renderFog)
break;
/// u32 fogCTemp = bpmem.fog.c_proj_fsel.cShifted12 << 12;
// float fogC = *(float*)(&fogCTemp);
//printf("%f %f magnitude: %x\n", bpmem.fog.a.GetA(),bpmem.fog.c_proj_fsel.GetC(), bpmem.fog.b_magnitude);
switch(bpmem.fog.c_proj_fsel.fsel)
{
case 0: // Off
if (bFog) {
Renderer::SetRenderState(D3DRS_FOGENABLE, false);
bFog = false;
}
break;
case 2: // Linear
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
break;
case 4: // exp
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP);
break;
case 5: // exp2
Renderer::SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2);
break;
case 6: // Backward exp
case 7: // Backward exp2
PanicAlert("Backward Exponential Fog Detected");
// TODO: Figure out how to do these in any rendering API
//TEV_FSEL_BX, TEV_FSEL_BX2?
default:
PanicAlert("Non-Emulated Fog selection %d\n", bpmem.fog.c_proj_fsel.fsel);
break;
}
if (bpmem.fog.c_proj_fsel.fsel > 0 && !bFog) {
Renderer::SetRenderState(D3DRS_FOGENABLE, true);
bFog = true;
}
}
break;
case BPMEM_FOGCOLOR:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (!renderFog)
break;
// dev->SetRenderState(D3DRS_FOGCOLOR,bpmem.fog.color);
int fogcolor[3] = { bpmem.fog.color.r, bpmem.fog.color.g, bpmem.fog.color.b };
//D3DCOLOR_RGBA(fogcolor[0], fogcolor[1], fogcolor[2], 0)
Renderer::SetRenderState(D3DRS_FOGCOLOR, bpmem.fog.color.hex);
}
break;
case BPMEM_TEXINVALIDATE:
//TexCache_Invalidate();
break;
case BPMEM_SCISSOROFFSET: //TODO: investigate
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
Renderer::SetScissorRect();
}
break;
case BPMEM_ZTEX1:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
//PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
//PixelShaderMngr::SetZTextureBias(bpmem.ztex1.bias);
}
break;
case BPMEM_ZTEX2:
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
#ifdef _DEBUG
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
DEBUG_LOG(VIDEO, "ztex op=%s, type=%s\n", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
#endif
}
break;
case 0x45: //GXSetDrawDone
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 0x67: // set gp metric?
break;
case BPMEM_TRIGGER_EFB_COPY:
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
RECT rc = {
(LONG)(bpmem.copyTexSrcXY.x*Renderer::GetXScale()),
(LONG)(bpmem.copyTexSrcXY.y*Renderer::GetYScale()),
(LONG)((bpmem.copyTexSrcXY.x+bpmem.copyTexSrcWH.x)*Renderer::GetXScale()),
(LONG)((bpmem.copyTexSrcXY.y+bpmem.copyTexSrcWH.y)*Renderer::GetYScale())
};
UPE_Copy PE_copy;
PE_copy.Hex = bpmem.triggerEFBCopy;
// clamp0
// clamp1
// target_pixel_format
// gamma
// scale_something
// clear
// frame_to_field
// copy_to_xfb
// ???: start Mem to/from EFB transfer
/* bool bMip = false; // ignored
if (bpmem.triggerEFBCopy & EFBCOPY_GENERATEMIPS)
bMip = true;*/
if (PE_copy.copy_to_xfb == 0) // bpmem.triggerEFBCopy & EFBCOPY_EFBTOTEXTURE)
{
// 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
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rc);
}
else
{
// EFB to XFB
// MessageBox(0, "WASDF", 0, 0);
Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB();
}
// clearing
if (PE_copy.clear) // bpmem.triggerEFBCopy & EFBCOPY_CLEAR)
{
// it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it
// clear color
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
if (bpmem.blendmode.colorupdate)
{
D3DRECT drc;
drc.x1 = rc.left;
drc.x2 = rc.right;
drc.y1 = rc.top;
drc.y2 = rc.bottom;
//D3D::dev->Clear(1, &drc, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,clearColor,1.0f,0);
//if ((clearColor>>24) == 255)
D3D::dev->ColorFill(D3D::GetBackBufferSurface(), &rc, clearColor);
}
else
{
// TODO:
// bpmem.blendmode.alphaupdate
// bpmem.blendmode.colorupdate
// i dunno how to implement a clear on alpha only or color only
}
// clear z-buffer
if (bpmem.zmode.updateenable)
{
float clearZ = (float)bpmem.clearZValue / float(0xFFFFFF);
if (clearZ > 1.0f) clearZ = 1.0f;
if (clearZ < 0.0f) clearZ = 0.0f;
D3D::dev->Clear(0, 0, D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0, clearZ, 0);
}
}
}
break;
case BPMEM_LOADTLUT: //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;
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;
default:
switch (addr & 0xF8) //texture sampler filter
{
case 0x80: // TEX MODE 0
case 0xA0:
if (changes)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
FourTexUnits &tex = bpmem.tex[(addr&0xE0)==0xA0];
int stage = (addr&3);//(addr>>4)&2;
TexMode0 &tm0 = tex.texMode0[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_Config.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter&4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = d3dMipFilters[tm0.min_filter&3];
}
if ((addr & 0xE0) == 0xA0)
stage += 4;
if (g_Config.bForceMaxAniso)
{
mag = D3DTEXF_ANISOTROPIC;
mip = D3DTEXF_ANISOTROPIC;
min = D3DTEXF_ANISOTROPIC;
}
dev->SetSamplerState(stage, D3DSAMP_MINFILTER, min);
dev->SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
dev->SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
dev->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY,16);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSU,d3dClamps[tm0.wrap_s]);
dev->SetSamplerState(stage, D3DSAMP_ADDRESSV,d3dClamps[tm0.wrap_t]);
//wip
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
//char temp[256];
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
//g_VideoInitialize.pLog(temp);
}
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:
((u32*)&bpmem)[addr] = newval;
if (addr&1) { // don't compare with changes!
VertexManager::Flush();
int num = (addr >> 1) & 0x3;
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
}
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:
default:
break;
}
}
break;
}
}