ppsspp/GPU/GLES/DisplayListInterpreter.cpp

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// Copyright (c) 2012- PPSSPP 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
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// the Free Software Foundation, version 2.0 or later versions.
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// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#if defined(ANDROID) || defined(BLACKBERRY)
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#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include <GL/glew.h>
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#endif
#include "../../Core/MemMap.h"
#include "../../Core/Host.h"
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#include "../../Core/Config.h"
#include "../../Core/System.h"
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#include "../GPUState.h"
#include "../ge_constants.h"
#include "ShaderManager.h"
#include "DisplayListInterpreter.h"
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#include "Framebuffer.h"
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#include "TransformPipeline.h"
#include "../../Core/HLE/sceKernelThread.h"
#include "../../Core/HLE/sceKernelInterrupt.h"
inline void glEnDis(GLuint cmd, int value)
{
(value ? glEnable : glDisable)(cmd);
}
ShaderManager shaderManager;
extern u32 curTextureWidth;
extern u32 curTextureHeight;
GLES_GPU::~GLES_GPU()
{
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter)
{
fbo_destroy((*iter)->fbo);
delete (*iter);
}
vfbs_.clear();
}
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void GLES_GPU::InitClear(int renderWidth, int renderHeight)
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{
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renderWidth_ = renderWidth;
renderHeight_ = renderHeight;
widthFactor_ = (float)renderWidth / 480.0f;
heightFactor_ = (float)renderHeight / 272.0f;
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//glClearColor(0,0,0,1);
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// glClearColor(1,0,1,1);
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//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, renderWidth_, renderHeight_);
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}
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void GLES_GPU::BeginFrame()
{
if (g_Config.bDisplayFramebuffer && displayFramebufPtr_)
{
INFO_LOG(HLE, "Drawing the framebuffer");
u8 *pspframebuf = Memory::GetPointer((0x44000000)|(displayFramebufPtr_ & 0x1FFFFF)); // TODO - check
DisplayDrawer_DrawFramebuffer(pspframebuf, displayFormat_, displayStride_);
}
}
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void GLES_GPU::SetDisplayFramebuffer(u32 framebuf, u32 stride, int format)
{
if (framebuf & 0x04000000) {
displayFramebufPtr_ = framebuf;
displayStride_ = stride;
displayFormat_ = format;
} else {
DEBUG_LOG(HLE, "Bogus framebufffer address: %08x", framebuf);
}
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}
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void GLES_GPU::CopyDisplayToOutput()
{
VirtualFramebuffer *vfb = GetDisplayFBO();
fbo_unbind();
glViewport(0, 0, PSP_CoreParameter().outputWidth, PSP_CoreParameter().outputHeight);
currentRenderVfb_ = 0;
if (!vfb) {
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DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
// No framebuffer to display! Clear to black.
glClearColor(0,0,0,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
return;
}
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DEBUG_LOG(HLE, "Displaying FBO %08x", vfb->fb_address);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
fbo_bind_color_as_texture(vfb->fbo, 0);
// These are in the output pixel coordinates
DrawActiveTexture(480, 272, true);
shaderManager.DirtyShader();
shaderManager.DirtyUniform(DIRTY_ALL);
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gstate_c.textureChanged = true;
// Restore some state
ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF);
ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF);
}
GLES_GPU::VirtualFramebuffer *GLES_GPU::GetDisplayFBO()
{
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter)
{
if (((*iter)->fb_address & 0x3FFFFFF) == (displayFramebufPtr_ & 0x3FFFFFF)) {
// Could check w to but whatever
return *iter;
}
}
return 0;
}
void GLES_GPU::SetRenderFrameBuffer()
{
// Get parameters
u32 fb_address = (gstate.fbptr & 0xFFE000) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
u32 z_address = (gstate.zbptr & 0xFFE000) | ((gstate.zbwidth & 0xFF0000) << 8);
int z_stride = gstate.zbwidth & 0x3C0;
// Yeah this is not completely right. but it'll do for now.
int drawing_width = ((gstate.region2) & 0x3FF) + 1;
int drawing_height = ((gstate.region2 >> 10) & 0x3FF) + 1;
int fmt = gstate.framebufpixformat & 3;
// Find a matching framebuffer
VirtualFramebuffer *vfb = 0;
for (auto iter = vfbs_.begin(); iter != vfbs_.end(); ++iter)
{
VirtualFramebuffer *v = *iter;
if (v->fb_address == fb_address) {
// Let's not be so picky for now. Let's say this is the one.
vfb = v;
// Update fb stride in case it changed
vfb->fb_stride = fb_stride;
break;
}
}
// None found? Create one.
if (!vfb) {
vfb = new VirtualFramebuffer;
vfb->fb_address = fb_address;
vfb->fb_stride = fb_stride;
vfb->z_address = z_address;
vfb->z_stride = z_stride;
vfb->width = drawing_width;
vfb->height = drawing_height;
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vfb->format = fmt;
vfb->fbo = fbo_create(vfb->width * widthFactor_, vfb->height * heightFactor_, 1, true);
vfbs_.push_back(vfb);
fbo_bind_as_render_target(vfb->fbo);
glViewport(0, 0, renderWidth_, renderHeight_);
currentRenderVfb_ = vfb;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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DEBUG_LOG(HLE, "Creating FBO for %08x", vfb->fb_address);
return;
}
if (vfb != currentRenderVfb_)
{
// Use it as a render target.
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DEBUG_LOG(HLE, "Switching to FBO for %08x", vfb->fb_address);
fbo_bind_as_render_target(vfb->fbo);
glViewport(0, 0, renderWidth_, renderHeight_);
currentRenderVfb_ = vfb;
}
}
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// Render queue
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bool GLES_GPU::ProcessDLQueue()
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{
std::vector<DisplayList>::iterator iter = dlQueue.begin();
while (!(iter == dlQueue.end()))
{
DisplayList &l = *iter;
dcontext.pc = l.listpc;
dcontext.stallAddr = l.stall;
// DEBUG_LOG(G3D,"Okay, starting DL execution at %08 - stall = %08x", context.pc, stallAddr);
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if (!InterpretList())
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{
l.listpc = dcontext.pc;
l.stall = dcontext.stallAddr;
return false;
}
else
{
//At the end, we can remove it from the queue and continue
dlQueue.erase(iter);
//this invalidated the iterator, let's fix it
iter = dlQueue.begin();
}
}
return true; //no more lists!
}
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u32 GLES_GPU::EnqueueList(u32 listpc, u32 stall)
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{
DisplayList dl;
dl.id = dlIdGenerator++;
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dl.listpc = listpc & 0xFFFFFFF;
dl.stall = stall & 0xFFFFFFF;
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dlQueue.push_back(dl);
if (!ProcessDLQueue())
return dl.id;
else
return 0;
}
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void GLES_GPU::UpdateStall(int listid, u32 newstall)
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{
// this needs improvement....
for (std::vector<DisplayList>::iterator iter = dlQueue.begin(); iter != dlQueue.end(); iter++)
{
DisplayList &l = *iter;
if (l.id == listid)
{
l.stall = newstall & 0xFFFFFFF;
}
}
ProcessDLQueue();
}
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void GLES_GPU::DrawSync(int mode)
{
}
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// Just to get something on the screen, we'll just not subdivide correctly.
void drawBezier(int ucount, int vcount)
{
u16 indices[3 * 3 * 6];
float customUV[32];
int c = 0;
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
indices[c++] = y * 4 + x;
indices[c++] = y * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x + 1;
indices[c++] = (y + 1) * 4 + x;
indices[c++] = y * 4 + x;
}
}
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
}
}
LinkedShader *linkedShader = shaderManager.ApplyShader();
TransformAndDrawPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, linkedShader, customUV, GE_VTYPE_IDX_16BIT);
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}
void EnterClearMode(u32 data)
{
bool colMask = (data >> 8) & 1;
bool alphaMask = (data >> 9) & 1;
bool updateZ = (data >> 10) & 1;
glColorMask(colMask, colMask, colMask, alphaMask);
glDepthMask(updateZ); // Update Z or not
// Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE); // ??
}
void LeaveClearMode()
{
// We have to reset the following state as per the state of the command registers:
// Back face culling
// Texture map enable (meh)
// Fogging
// Antialiasing
// Alpha test
glDepthMask(1);
glColorMask(1,1,1,1);
glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1);
glDepthFunc(GL_LEQUAL); // TODO
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glEnDis(GL_BLEND, gstate.alphaBlendEnable & 1);
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// dirtyshader?
}
void SetBlendModePSP(u32 data)
{
// This can't be done exactly as there are several PSP blend modes that are impossible to do on OpenGL ES 2.0, and some even on regular OpenGL for desktop.
// HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly.
const GLint aLookup[] = {
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, // should be 2x
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
GL_DST_ALPHA, // should be 2x
GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR?
GL_SRC_ALPHA, // should be FIXA
};
const GLint bLookup[] = {
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, // should be 2x
GL_ONE_MINUS_SRC_ALPHA, // should be 2x
GL_DST_ALPHA, // should be 2x
GL_ONE_MINUS_DST_ALPHA, // should be 2x
GL_SRC_ALPHA, // should be FIXB
};
const GLint eqLookup[] = {
GL_FUNC_ADD,
GL_FUNC_SUBTRACT,
GL_FUNC_REVERSE_SUBTRACT,
#if defined(ANDROID) || defined(BLACKBERRY)
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GL_FUNC_ADD,
GL_FUNC_ADD,
#else
GL_MIN,
GL_MAX,
#endif
GL_FUNC_ADD, // should be abs(diff)
};
int a = data & 0xF;
int b = (data >> 4) & 0xF;
int eq = (data >> 8) & 0x7;
glBlendFunc(aLookup[a], bLookup[b]);
glBlendEquation(eqLookup[eq]);
}
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void GLES_GPU::ExecuteOp(u32 op, u32 diff)
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{
u32 cmd = op >> 24;
u32 data = op & 0xFFFFFF;
// Handle control and drawing commands here directly. The others we delegate.
switch (cmd)
{
case GE_CMD_BASE:
DEBUG_LOG(G3D,"DL BASE: %06x", data & 0xFFFFFF);
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break;
case GE_CMD_VADDR: /// <<8????
gstate_c.vertexAddr = ((gstate.base & 0x00FF0000) << 8)|data;
DEBUG_LOG(G3D,"DL VADDR: %06x", gstate_c.vertexAddr);
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break;
case GE_CMD_IADDR:
gstate_c.indexAddr = ((gstate.base & 0x00FF0000) << 8)|data;
DEBUG_LOG(G3D,"DL IADDR: %06x", gstate_c.indexAddr);
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break;
case GE_CMD_PRIM:
{
SetRenderFrameBuffer();
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u32 count = data & 0xFFFF;
u32 type = data >> 16;
static const char* types[7] = {
"POINTS=0,",
"LINES=1,",
"LINE_STRIP=2,",
"TRIANGLES=3,",
"TRIANGLE_STRIP=4,",
"TRIANGLE_FAN=5,",
"RECTANGLES=6,",
};
DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate_c.vertexAddr, gstate_c.indexAddr);
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LinkedShader *linkedShader = shaderManager.ApplyShader();
// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
// on platforms where draw calls are expensive like mobile and D3D
void *verts = Memory::GetPointer(gstate_c.vertexAddr);
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void *inds = 0;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE)
inds = Memory::GetPointer(gstate_c.indexAddr);
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TransformAndDrawPrim(verts, inds, type, count, linkedShader);
}
break;
// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
case GE_CMD_BEZIER:
{
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int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
drawBezier(bz_ucount, bz_vcount);
DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
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}
break;
case GE_CMD_SPLINE:
{
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int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
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//drawSpline(sp_ucount, sp_vcount, sp_utype, sp_vtype);
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DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype);
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}
break;
case GE_CMD_JUMP:
{
u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
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DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
}
break;
case GE_CMD_CALL:
{
u32 retval = dcontext.pc + 4;
stack[stackptr++] = retval;
u32 target = (((gstate.base & 0x00FF0000) << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF;
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DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval);
dcontext.pc = target - 4; // pc will be increased after we return, counteract that
}
break;
case GE_CMD_RET:
//TODO : debug!
{
u32 target = stack[--stackptr] & 0xFFFFFFF;
DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target);
dcontext.pc = target - 4;
}
break;
case GE_CMD_SIGNAL:
{
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ERROR_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF);
int behaviour = (data >> 16) & 0xFF;
int signal = data & 0xFFFF;
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if (interruptsEnabled_)
__TriggerInterruptWithArg(PSP_GE_INTR, PSP_GE_SUBINTR_SIGNAL, signal);
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}
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break;
case GE_CMD_BJUMP:
// bounding box jump. Let's just not jump, for now.
ERROR_LOG(G3D,"DL BBOX JUMP - unimplemented");
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break;
case GE_CMD_BOUNDINGBOX:
// bounding box test. Let's do nothing.
ERROR_LOG(G3D,"DL BBOX TEST - unimplemented");
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break;
case GE_CMD_ORIGIN:
gstate.offsetAddr = dcontext.pc & 0xFFFFFF;
break;
case GE_CMD_VERTEXTYPE:
DEBUG_LOG(G3D,"DL SetVertexType: %06x", data);
if (diff & GE_VTYPE_THROUGH) {
// Throughmode changed, let's make the proj matrix dirty.
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
}
if (data & GE_VTYPE_THROUGH) {
glDisable(GL_CULL_FACE);
}
else {
// this might get spammy
glEnDis(GL_CULL_FACE, gstate.cullfaceEnable & 1);
}
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// This sets through-mode or not, as well.
break;
case GE_CMD_OFFSETADDR:
// offsetAddr = data<<8;
break;
case GE_CMD_FINISH:
DEBUG_LOG(G3D,"DL CMD FINISH");
if (interruptsEnabled_)
__TriggerInterruptWithArg(PSP_GE_INTR, PSP_GE_SUBINTR_FINISH, 0);
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break;
case GE_CMD_END:
DEBUG_LOG(G3D,"DL CMD END");
{
switch (prev >> 24)
{
case GE_CMD_FINISH:
finished = true;
break;
default:
DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
break;
}
}
// This should generate a Reading Ended interrupt
// if (interruptsEnabled_)
// __TriggerInterrupt(PSP_GE_INTR);
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break;
case GE_CMD_REGION1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
//topleft
DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1);
}
break;
case GE_CMD_REGION2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2);
}
break;
case GE_CMD_CLIPENABLE:
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DEBUG_LOG(G3D, "DL Clip Enable: %i (ignoring)", data);
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//we always clip, this is opengl
break;
case GE_CMD_CULLFACEENABLE:
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DEBUG_LOG(G3D, "DL CullFace Enable: %i (ignoring)", data);
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glEnDis(GL_CULL_FACE, data&1);
break;
case GE_CMD_TEXTUREMAPENABLE:
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DEBUG_LOG(G3D, "DL Texture map enable: %i", data);
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glEnDis(GL_TEXTURE_2D, data&1);
break;
case GE_CMD_LIGHTINGENABLE:
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DEBUG_LOG(G3D, "DL Lighting enable: %i", data);
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data += 1;
//We don't use OpenGL lighting
break;
case GE_CMD_FOGENABLE:
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DEBUG_LOG(G3D, "DL Fog Enable: %i", gstate.fogEnable);
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break;
case GE_CMD_DITHERENABLE:
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DEBUG_LOG(G3D, "DL Dither Enable: %i", gstate.ditherEnable);
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break;
case GE_CMD_OFFSETX:
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DEBUG_LOG(G3D, "DL Offset X: %i", gstate.offsetx);
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break;
case GE_CMD_OFFSETY:
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DEBUG_LOG(G3D, "DL Offset Y: %i", gstate.offsety);
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break;
case GE_CMD_TEXSCALEU:
gstate_c.uScale = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate_c.uScale);
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break;
case GE_CMD_TEXSCALEV:
gstate_c.vScale = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate_c.vScale);
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break;
case GE_CMD_TEXOFFSETU:
gstate_c.uOff = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate_c.uOff);
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break;
case GE_CMD_TEXOFFSETV:
gstate_c.vOff = getFloat24(data);
DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate_c.vOff);
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break;
case GE_CMD_SCISSOR1:
{
int x1 = data & 0x3ff;
int y1 = data >> 10;
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DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1);
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}
break;
case GE_CMD_SCISSOR2:
{
int x2 = data & 0x3ff;
int y2 = data >> 10;
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DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2);
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}
break;
case GE_CMD_MINZ:
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DEBUG_LOG(G3D, "DL MinZ: %i", data);
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break;
case GE_CMD_MAXZ:
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DEBUG_LOG(G3D, "DL MaxZ: %i", data);
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break;
case GE_CMD_FRAMEBUFPTR:
{
u32 ptr = op & 0xFFE000;
DEBUG_LOG(G3D, "DL FramebufPtr: %08x", ptr);
}
break;
case GE_CMD_FRAMEBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
DEBUG_LOG(G3D, "DL FramebufWidth: %i", w);
}
break;
case GE_CMD_FRAMEBUFPIXFORMAT:
break;
case GE_CMD_TEXADDR0:
gstate_c.textureChanged = true;
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case GE_CMD_TEXADDR1:
case GE_CMD_TEXADDR2:
case GE_CMD_TEXADDR3:
case GE_CMD_TEXADDR4:
case GE_CMD_TEXADDR5:
case GE_CMD_TEXADDR6:
case GE_CMD_TEXADDR7:
DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data);
break;
case GE_CMD_TEXBUFWIDTH0:
gstate_c.textureChanged = true;
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case GE_CMD_TEXBUFWIDTH1:
case GE_CMD_TEXBUFWIDTH2:
case GE_CMD_TEXBUFWIDTH3:
case GE_CMD_TEXBUFWIDTH4:
case GE_CMD_TEXBUFWIDTH5:
case GE_CMD_TEXBUFWIDTH6:
case GE_CMD_TEXBUFWIDTH7:
DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data);
break;
case GE_CMD_CLUTADDR:
//DEBUG_LOG(G3D,"CLUT base addr: %06x", data);
break;
case GE_CMD_CLUTADDRUPPER:
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DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF));
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break;
case GE_CMD_LOADCLUT:
// This could be used to "dirty" textures with clut.
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{
u32 clutAddr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF);
if (clutAddr)
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{
DEBUG_LOG(G3D,"DL Clut load: %08x", clutAddr);
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}
else
{
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DEBUG_LOG(G3D,"DL Empty Clut load");
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}
// Should hash and invalidate all paletted textures on use
}
break;
case GE_CMD_TRANSFERSRC:
{
// Nothing to do, the next one prints
}
break;
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case GE_CMD_TRANSFERSRCW:
{
u32 xferSrc = gstate.transfersrc | ((data&0xFF0000)<<8);
u32 xferSrcW = gstate.transfersrcw & 1023;
DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW);
break;
}
case GE_CMD_TRANSFERDST:
{
// Nothing to do, the next one prints
}
break;
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case GE_CMD_TRANSFERDSTW:
{
u32 xferDst= gstate.transferdst | ((data&0xFF0000)<<8);
u32 xferDstW = gstate.transferdstw & 1023;
DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW);
break;
}
case GE_CMD_TRANSFERSRCPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
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DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y);
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break;
}
case GE_CMD_TRANSFERDSTPOS:
{
u32 x = (data & 1023)+1;
u32 y = ((data>>10) & 1023)+1;
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DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y);
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break;
}
case GE_CMD_TRANSFERSIZE:
{
u32 w = (data & 1023)+1;
u32 h = ((data>>10) & 1023)+1;
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DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h);
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break;
}
case GE_CMD_TRANSFERSTART:
{
ERROR_LOG(G3D, "UNIMPL DL Block Transfer Start: PixFormat %i", data);
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// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
// and take appropriate action. If not, this should just be a block transfer within
// GPU memory which could be implemented by a copy loop.
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break;
}
case GE_CMD_TEXSIZE0:
gstate_c.textureChanged=true;
gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
gstate_c.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
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//fall thru - ignoring the mipmap sizes for now
case GE_CMD_TEXSIZE1:
case GE_CMD_TEXSIZE2:
case GE_CMD_TEXSIZE3:
case GE_CMD_TEXSIZE4:
case GE_CMD_TEXSIZE5:
case GE_CMD_TEXSIZE6:
case GE_CMD_TEXSIZE7:
DEBUG_LOG(G3D,"DL Texture Size: %06x", data);
break;
case GE_CMD_ZBUFPTR:
{
u32 ptr = op & 0xFFE000;
DEBUG_LOG(G3D,"Zbuf Ptr: %06x", ptr);
}
break;
case GE_CMD_ZBUFWIDTH:
{
u32 w = data & 0xFFFFFF;
DEBUG_LOG(G3D,"Zbuf Width: %i", w);
}
break;
case GE_CMD_AMBIENTCOLOR:
DEBUG_LOG(G3D,"DL Ambient Color: %06x", data);
break;
case GE_CMD_AMBIENTALPHA:
DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data);
break;
case GE_CMD_MATERIALAMBIENT:
DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data);
break;
case GE_CMD_MATERIALDIFFUSE:
DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data);
break;
case GE_CMD_MATERIALEMISSIVE:
DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data);
break;
case GE_CMD_MATERIALSPECULAR:
DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data);
break;
case GE_CMD_MATERIALALPHA:
DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data);
break;
case GE_CMD_MATERIALSPECULARCOEF:
DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data));
break;
case GE_CMD_LIGHTTYPE0:
case GE_CMD_LIGHTTYPE1:
case GE_CMD_LIGHTTYPE2:
case GE_CMD_LIGHTTYPE3:
DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data);
break;
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
{
int n = cmd - GE_CMD_LX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
gstate_c.lightpos[l][c] = val;
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}
break;
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
{
int n = cmd - GE_CMD_LDX0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
gstate_c.lightdir[l][c] = val;
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}
break;
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
{
int n = cmd - GE_CMD_LKA0;
int l = n / 3;
int c = n % 3;
float val = getFloat24(data);
DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
gstate_c.lightatt[l][c] = val;
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}
break;
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
{
float r = (float)(data & 0xff)/255.0f;
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float g = (float)((data>>8) & 0xff)/255.0f;
float b = (float)(data>>16)/255.0f;
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int l = (cmd - GE_CMD_LAC0) / 3;
int t = (cmd - GE_CMD_LAC0) % 3;
gstate_c.lightColor[t][l].r = r;
gstate_c.lightColor[t][l].g = g;
gstate_c.lightColor[t][l].b = b;
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}
break;
case GE_CMD_VIEWPORTX1:
case GE_CMD_VIEWPORTY1:
case GE_CMD_VIEWPORTZ1:
case GE_CMD_VIEWPORTX2:
case GE_CMD_VIEWPORTY2:
case GE_CMD_VIEWPORTZ2:
DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
break;
case GE_CMD_LIGHTENABLE0:
case GE_CMD_LIGHTENABLE1:
case GE_CMD_LIGHTENABLE2:
case GE_CMD_LIGHTENABLE3:
DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
break;
case GE_CMD_CULL:
DEBUG_LOG(G3D,"DL cull: %06x", data);
glCullFace(data & 1 ? GL_FRONT : GL_BACK);
//glCullFace(data & 1 ? GL_BACK : GL_FRONT);
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break;
case GE_CMD_LMODE:
DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
break;
case GE_CMD_PATCHDIVISION:
gstate_c.patch_div_s = data & 0xFF;
gstate_c.patch_div_t = (data >> 8) & 0xFF;
DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate_c.patch_div_s, gstate_c.patch_div_t);
2012-11-01 15:19:01 +00:00
break;
case GE_CMD_MATERIALUPDATE:
DEBUG_LOG(G3D,"DL Material Update: %d", data);
break;
//////////////////////////////////////////////////////////////////
// CLEARING
//////////////////////////////////////////////////////////////////
case GE_CMD_CLEARMODE:
// If it becomes a performance problem, check diff&1
if (data & 1)
EnterClearMode(data);
else
LeaveClearMode();
DEBUG_LOG(G3D,"DL Clear mode: %06x", data);
break;
//////////////////////////////////////////////////////////////////
// ALPHA BLENDING
//////////////////////////////////////////////////////////////////
case GE_CMD_ALPHABLENDENABLE:
DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data);
glEnDis(GL_BLEND, data);
break;
case GE_CMD_BLENDMODE:
DEBUG_LOG(G3D,"DL Blend mode: %06x", data);
SetBlendModePSP(data);
break;
case GE_CMD_BLENDFIXEDA:
DEBUG_LOG(G3D,"DL Blend fix A: %06x", data);
break;
case GE_CMD_BLENDFIXEDB:
DEBUG_LOG(G3D,"DL Blend fix B: %06x", data);
break;
case GE_CMD_ALPHATESTENABLE:
DEBUG_LOG(G3D,"DL Alpha test enable: %d", data);
// This is done in the shader.
break;
case GE_CMD_ALPHATEST:
DEBUG_LOG(G3D,"DL Alpha test settings");
shaderManager.DirtyUniform(DIRTY_ALPHAREF);
break;
case GE_CMD_TEXFUNC:
{
DEBUG_LOG(G3D,"DL TexFunc %i", data&7);
/*
int m=GL_MODULATE;
switch (data & 7)
{
case 0: m=GL_MODULATE; break;
case 1: m=GL_DECAL; break;
case 2: m=GL_BLEND; break;
case 3: m=GL_REPLACE; break;
case 4: m=GL_ADD; break;
}*/
/*
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, m);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);*/
break;
}
case GE_CMD_TEXFILTER:
{
int min = data & 7;
int mag = (data >> 8) & 1;
DEBUG_LOG(G3D,"DL TexFilter min: %i mag: %i", min, mag);
}
break;
//////////////////////////////////////////////////////////////////
// Z/STENCIL TESTING
//////////////////////////////////////////////////////////////////
case GE_CMD_ZTESTENABLE:
glEnDis(GL_DEPTH_TEST, data & 1);
DEBUG_LOG(G3D,"DL Z test enable: %d", data & 1);
break;
case GE_CMD_STENCILTESTENABLE:
DEBUG_LOG(G3D,"DL Stencil test enable: %d", data);
break;
case GE_CMD_ZTEST:
{
static const GLuint ztests[8] =
{
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
};
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//glDepthFunc(ztests[data&7]);
glDepthFunc(GL_LEQUAL);
DEBUG_LOG(G3D,"DL Z test mode: %i", data);
}
break;
case GE_CMD_MORPHWEIGHT0:
case GE_CMD_MORPHWEIGHT1:
case GE_CMD_MORPHWEIGHT2:
case GE_CMD_MORPHWEIGHT3:
case GE_CMD_MORPHWEIGHT4:
case GE_CMD_MORPHWEIGHT5:
case GE_CMD_MORPHWEIGHT6:
case GE_CMD_MORPHWEIGHT7:
2012-11-02 11:33:16 +00:00
{
int index = cmd - GE_CMD_MORPHWEIGHT0;
float weight = getFloat24(data);
DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight);
gstate_c.morphWeights[index] = weight;
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}
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break;
case GE_CMD_DITH0:
case GE_CMD_DITH1:
case GE_CMD_DITH2:
case GE_CMD_DITH3:
DEBUG_LOG(G3D,"DL DitherMatrix %i = %06x",cmd-GE_CMD_DITH0,data);
break;
case GE_CMD_WORLDMATRIXNUMBER:
DEBUG_LOG(G3D,"DL World matrix # %i", data);
gstate.worldmtxnum = data&0xF;
break;
case GE_CMD_WORLDMATRIXDATA:
DEBUG_LOG(G3D,"DL World matrix data # %f", getFloat24(data));
gstate.worldMatrix[gstate.worldmtxnum++] = getFloat24(data);
break;
case GE_CMD_VIEWMATRIXNUMBER:
DEBUG_LOG(G3D,"DL VIEW matrix # %i", data);
gstate.viewmtxnum = data&0xF;
break;
case GE_CMD_VIEWMATRIXDATA:
DEBUG_LOG(G3D,"DL VIEW matrix data # %f", getFloat24(data));
gstate.viewMatrix[gstate.viewmtxnum++] = getFloat24(data);
break;
case GE_CMD_PROJMATRIXNUMBER:
DEBUG_LOG(G3D,"DL PROJECTION matrix # %i", data);
gstate.projmtxnum = data&0xF;
break;
case GE_CMD_PROJMATRIXDATA:
DEBUG_LOG(G3D,"DL PROJECTION matrix data # %f", getFloat24(data));
gstate.projMatrix[gstate.projmtxnum++] = getFloat24(data);
shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
break;
case GE_CMD_TGENMATRIXNUMBER:
DEBUG_LOG(G3D,"DL TGEN matrix # %i", data);
gstate.texmtxnum = data&0xF;
break;
case GE_CMD_TGENMATRIXDATA:
DEBUG_LOG(G3D,"DL TGEN matrix data # %f", getFloat24(data));
gstate.tgenMatrix[gstate.texmtxnum++] = getFloat24(data);
break;
case GE_CMD_BONEMATRIXNUMBER:
DEBUG_LOG(G3D,"DL BONE matrix #%i", data);
gstate.boneMatrixNumber = data;
break;
case GE_CMD_BONEMATRIXDATA:
DEBUG_LOG(G3D,"DL BONE matrix data #%i %f", gstate.boneMatrixNumber, getFloat24(data));
gstate.boneMatrix[gstate.boneMatrixNumber++] = getFloat24(data);
break;
default:
DEBUG_LOG(G3D,"DL Unknown: %08x @ %08x", op, dcontext.pc);
break;
//ETC...
}
}
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bool GLES_GPU::InterpretList()
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{
// Reset stackptr for safety
stackptr = 0;
u32 op = 0;
prev = 0;
finished = false;
while (!finished)
{
if (!Memory::IsValidAddress(dcontext.pc)) {
ERROR_LOG(G3D, "DL PC = %08x WTF!!!!", dcontext.pc);
return true;
}
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if (dcontext.pc == dcontext.stallAddr)
return false;
op = Memory::ReadUnchecked_U32(dcontext.pc); //read from memory
u32 cmd = op >> 24;
u32 diff = op ^ gstate.cmdmem[cmd];
gstate.cmdmem[cmd] = op; // crashes if I try to put the whole op there??
ExecuteOp(op, diff);
dcontext.pc += 4;
prev = op;
}
return true;
}