dolphin/Source/Core/VideoCommon/Src/BPFunctions.cpp
NeoBrainX 6e8df50fff Yet another ClearScreen fix, should be the last one now.
Should fix almost all regressions of the recent ClearScreen changes and keep the fixed stuff.
The Super Mario Sunshine glitch is caused by another issue and will be addressed in my next commit.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6668 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-12-27 18:09:03 +00:00

175 lines
4.6 KiB
C++

// 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"
bool textureChanged[8];
const bool renderFog = false;
namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// ----------------------------------------------
void FlushPipeline()
{
VertexManager::Flush();
}
void SetGenerationMode(const BPCmd &bp)
{
g_renderer->SetGenerationMode();
}
void SetScissor(const BPCmd &bp)
{
g_renderer->SetScissorRect();
}
void SetLineWidth(const BPCmd &bp)
{
g_renderer->SetLineWidth();
}
void SetDepthMode(const BPCmd &bp)
{
g_renderer->SetDepthMode();
}
void SetBlendMode(const BPCmd &bp)
{
g_renderer->SetBlendMode(false);
}
void SetDitherMode(const BPCmd &bp)
{
g_renderer->SetDitherMode();
}
void SetLogicOpMode(const BPCmd &bp)
{
g_renderer->SetLogicOpMode();
}
void SetColorMask(const BPCmd &bp)
{
g_renderer->SetColorMask();
}
void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const int &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(address, fromZBuffer, isIntensityFmt, copyfmt, !!scaleByHalf, rc);
}
}
/* Explanation of the magic behind ClearScreen:
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated plugins 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 BPCmd &bp, 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 RestoreRenderState(const BPCmd &bp)
{
g_renderer->RestoreAPIState();
}
bool GetConfig(const int &type)
{
switch (type)
{
case CONFIG_ISWII:
return g_VideoInitialize.bWii;
case CONFIG_DISABLEFOG:
return g_ActiveConfig.bDisableFog;
case CONFIG_SHOWEFBREGIONS:
return false;
default:
PanicAlert("GetConfig Error: Unknown Config Type!");
return false;
}
}
u8 *GetPointer(const u32 &address)
{
return g_VideoInitialize.pGetMemoryPointer(address);
}
void SetTextureMode(const BPCmd &bp)
{
g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);
}
void SetInterlacingMode(const BPCmd &bp)
{
// TODO
}
};