ppsspp/GPU/GPUState.cpp
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00

82 lines
2.6 KiB
C++

// 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
// the Free Software Foundation, version 2.0 or later versions.
// 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)
#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 "ge_constants.h"
#include "GPUState.h"
#include "GLES/ShaderManager.h"
#include "GLES/DisplayListInterpreter.h"
GPUgstate gstate;
void InitGfxState()
{
memset(&gstate, 0, sizeof(gstate));
for (int i = 0; i < 256; i++) {
gstate.cmdmem[i] = i << 24;
}
gstate.lightingEnable = 0x17000001;
static const float identity4x3[12] =
{1,0,0,
0,1,0,
0,0,1,
0,0,0,};
static const float identity4x4[16] =
{1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1};
memcpy(gstate.worldMatrix, identity4x3, 12 * sizeof(float));
memcpy(gstate.viewMatrix, identity4x3, 12 * sizeof(float));
memcpy(gstate.projMatrix, identity4x4, 16 * sizeof(float));
memcpy(gstate.tgenMatrix, identity4x3, 12 * sizeof(float));
for (int i = 0; i < 8; i++) {
memcpy(gstate.boneMatrix + i * 12, identity4x3, 12 * sizeof(float));
}
}
// When you have changed state outside the psp gfx core,
// or saved the context and has reloaded it, call this function.
void ReapplyGfxState()
{
// ShaderManager_DirtyShader();
// The commands are embedded in the command memory so we can just reexecute the words. Convenient.
// To be safe we pass 0xFFFFFFF as the diff.
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_ALPHABLENDENABLE], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_ALPHATESTENABLE], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_BLENDMODE], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_ZTEST], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_ZTESTENABLE], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_CULL], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_CULLFACEENABLE], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR1], 0xFFFFFFFF);
GPU::ExecuteOp(gstate.cmdmem[GE_CMD_SCISSOR2], 0xFFFFFFFF);
}