mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-24 16:49:50 +00:00
1011 lines
25 KiB
C++
1011 lines
25 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#if defined(ANDROID) || defined(BLACKBERRY)
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#else
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#include <GL/glew.h>
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#if defined(__APPLE__)
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#endif
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#include "../../Core/MemMap.h"
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#include "../../Core/Host.h"
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#include "../GPUState.h"
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#include "../ge_constants.h"
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#include "ShaderManager.h"
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#include "DisplayListInterpreter.h"
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#include "TransformPipeline.h"
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#include "../../Core/HLE/sceKernelThread.h"
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#include "../../Core/HLE/sceKernelInterrupt.h"
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inline void glEnDis(GLuint cmd, int value)
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{
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(value ? glEnable : glDisable)(cmd);
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}
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struct DisplayState
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{
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u32 pc;
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u32 stallAddr;
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};
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static DisplayState dcontext;
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ShaderManager shaderManager;
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extern u32 curTextureWidth;
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extern u32 curTextureHeight;
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int dlIdGenerator = 1;
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struct DisplayList
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{
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int id;
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u32 listpc;
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u32 stall;
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};
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std::vector<DisplayList> dlQueue;
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static u32 prev;
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u32 stack[2];
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u32 stackptr = 0;
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bool finished;
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u8 bezierBuf[16000];
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bool ProcessDLQueue()
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{
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std::vector<DisplayList>::iterator iter = dlQueue.begin();
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while (!(iter == dlQueue.end()))
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{
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DisplayList &l = *iter;
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dcontext.pc = l.listpc;
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dcontext.stallAddr = l.stall;
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// DEBUG_LOG(G3D,"Okay, starting DL execution at %08 - stall = %08x", context.pc, stallAddr);
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if (!GPU::InterpretList())
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{
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l.listpc = dcontext.pc;
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l.stall = dcontext.stallAddr;
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return false;
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}
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else
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{
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//At the end, we can remove it from the queue and continue
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dlQueue.erase(iter);
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//this invalidated the iterator, let's fix it
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iter = dlQueue.begin();
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}
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}
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return true; //no more lists!
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}
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u32 GPU::EnqueueList(u32 listpc, u32 stall)
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{
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DisplayList dl;
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dl.id = dlIdGenerator++;
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dl.listpc = listpc&0xFFFFFFF;
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dl.stall = stall&0xFFFFFFF;
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dlQueue.push_back(dl);
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if (!ProcessDLQueue())
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return dl.id;
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else
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return 0;
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}
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void GPU::UpdateStall(int listid, u32 newstall)
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{
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// this needs improvement....
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for (std::vector<DisplayList>::iterator iter = dlQueue.begin(); iter != dlQueue.end(); iter++)
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{
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DisplayList &l = *iter;
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if (l.id == listid)
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{
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l.stall = newstall & 0xFFFFFFF;
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}
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}
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ProcessDLQueue();
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}
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// Just to get something on the screen, we'll just not subdivide correctly.
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void drawBezier(int ucount, int vcount)
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{
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u16 indices[3 * 3 * 6];
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float customUV[32];
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int c = 0;
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 3; x++) {
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indices[c++] = y * 4 + x;
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indices[c++] = y * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x;
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indices[c++] = y * 4 + x;
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}
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}
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
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customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
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}
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}
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LinkedShader *linkedShader = shaderManager.ApplyShader();
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TransformAndDrawPrim(Memory::GetPointer(gstate.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, 3 * 3 * 6, linkedShader, customUV, GE_VTYPE_IDX_16BIT);
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}
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void EnterClearMode(u32 data)
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{
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bool colMask = (data >> 8) & 1;
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bool alphaMask = (data >> 9) & 1;
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bool updateZ = (data >> 10) & 1;
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glColorMask(colMask, colMask, colMask, alphaMask);
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glDepthMask(updateZ); // Update Z or not
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// Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_CULL_FACE); // ??
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}
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void LeaveClearMode()
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{
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// We have to reset the following state as per the state of the command registers:
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// Back face culling
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// Texture map enable (meh)
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// Fogging
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// Antialiasing
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// Alpha test
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glDepthMask(1);
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glColorMask(1,1,1,1);
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glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1);
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glDepthFunc(GL_LEQUAL); // TODO
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// dirtyshader?
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}
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void SetBlendModePSP(u32 data)
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{
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// 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.
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// HOWEVER - we should be able to approximate the 2x modes in the shader, although they will clip wrongly.
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const GLint aLookup[] = {
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_SRC_ALPHA, // should be 2x
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GL_ONE_MINUS_SRC_ALPHA, // should be 2x
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GL_DST_ALPHA, // should be 2x
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GL_ONE_MINUS_DST_ALPHA, // should be 2x - and COLOR?
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GL_SRC_ALPHA, // should be FIXA
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};
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const GLint bLookup[] = {
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_SRC_ALPHA, // should be 2x
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GL_ONE_MINUS_SRC_ALPHA, // should be 2x
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GL_DST_ALPHA, // should be 2x
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GL_ONE_MINUS_DST_ALPHA, // should be 2x
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GL_SRC_ALPHA, // should be FIXB
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};
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const GLint eqLookup[] = {
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GL_FUNC_ADD,
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GL_FUNC_SUBTRACT,
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GL_FUNC_REVERSE_SUBTRACT,
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#if defined(ANDROID) || defined(BLACKBERRY)
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GL_FUNC_ADD,
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GL_FUNC_ADD,
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#else
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GL_MIN,
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GL_MAX,
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#endif
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GL_FUNC_ADD, // should be abs(diff)
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};
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int a = data & 0xF;
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int b = (data >> 4) & 0xF;
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int eq = (data >> 8) & 0x7;
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glBlendFunc(aLookup[a], bLookup[b]);
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glBlendEquation(eqLookup[eq]);
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}
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void GPU::ExecuteOp(u32 op, u32 diff)
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{
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u32 cmd = op >> 24;
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u32 data = op & 0xFFFFFF;
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// Handle control and drawing commands here directly. The others we delegate.
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switch (cmd)
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{
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case GE_CMD_BASE:
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DEBUG_LOG(G3D,"DL BASE: %06x", data);
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break;
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case GE_CMD_VADDR: /// <<8????
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gstate.vertexAddr = (gstate.base<<8)|data;
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DEBUG_LOG(G3D,"DL VADDR: %06x", gstate.vertexAddr);
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break;
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case GE_CMD_IADDR:
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gstate.indexAddr = (gstate.base<<8)|data;
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DEBUG_LOG(G3D,"DL IADDR: %06x", gstate.indexAddr);
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break;
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case GE_CMD_PRIM:
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{
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u32 count = data & 0xFFFF;
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u32 type = data >> 16;
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static const char* types[7] = {
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"POINTS=0,",
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"LINES=1,",
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"LINE_STRIP=2,",
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"TRIANGLES=3,",
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"TRIANGLE_STRIP=4,",
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"TRIANGLE_FAN=5,",
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"RECTANGLES=6,",
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};
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DEBUG_LOG(G3D, "DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate.vertexAddr, gstate.indexAddr);
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LinkedShader *linkedShader = shaderManager.ApplyShader();
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// TODO: Split this so that we can collect sequences of primitives, can greatly speed things up
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// on platforms where draw calls are expensive like mobile and D3D
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void *verts = Memory::GetPointer(gstate.vertexAddr);
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void *inds = 0;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE)
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inds = Memory::GetPointer(gstate.indexAddr);
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TransformAndDrawPrim(verts, inds, type, count, linkedShader);
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}
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break;
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// The arrow and other rotary items in Puzbob are bezier patches, strangely enough.
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case GE_CMD_BEZIER:
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{
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int bz_ucount = data & 0xFF;
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int bz_vcount = (data >> 8) & 0xFF;
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drawBezier(bz_ucount, bz_vcount);
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DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
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}
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break;
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case GE_CMD_SPLINE:
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{
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int sp_ucount = data & 0xFF;
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int sp_vcount = (data >> 8) & 0xFF;
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int sp_utype = (data >> 16) & 0x3;
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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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}
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break;
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case GE_CMD_JUMP:
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{
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u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0x0FFFFFFF;
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DEBUG_LOG(G3D,"DL CMD JUMP - %08x to %08x", dcontext.pc, target);
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dcontext.pc = target - 4; // pc will be increased after we return, counteract that
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}
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break;
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case GE_CMD_CALL:
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{
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u32 retval = dcontext.pc + 4;
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stack[stackptr++] = retval;
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u32 target = ((gstate.base << 8) | (op & 0xFFFFFC)) & 0xFFFFFFF;
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DEBUG_LOG(G3D,"DL CMD CALL - %08x to %08x, ret=%08x", dcontext.pc, target, retval);
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dcontext.pc = target - 4; // pc will be increased after we return, counteract that
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}
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break;
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case GE_CMD_RET:
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//TODO : debug!
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{
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u32 target = stack[--stackptr] & 0xFFFFFFF;
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DEBUG_LOG(G3D,"DL CMD RET - from %08x to %08x", dcontext.pc, target);
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dcontext.pc = target - 4;
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}
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break;
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case GE_CMD_SIGNAL:
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ERROR_LOG(G3D, "DL GE_CMD_SIGNAL %08x", data & 0xFFFFFF);
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{
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// int behaviour = (data >> 16) & 0xFF;
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// int signal = data & 0xFFFF;
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}
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// This should generate a GE Interrupt
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// __TriggerInterrupt(PSP_GE_INTR);
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// Apparently, these callbacks should be done in a special interrupt way.
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//for (size_t i = 0; i < signalCallbacks.size(); i++)
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//{
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// __KernelNotifyCallback(-1, signalCallbacks[i].first, signal);
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//}
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break;
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case GE_CMD_BJUMP:
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// bounding box jump. Let's just not jump, for now.
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DEBUG_LOG(G3D,"DL BBOX JUMP - unimplemented");
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break;
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case GE_CMD_BOUNDINGBOX:
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// bounding box test. Let's do nothing.
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DEBUG_LOG(G3D,"DL BBOX TEST - unimplemented");
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break;
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case GE_CMD_ORIGIN:
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gstate.offsetAddr = dcontext.pc & 0xFFFFFF;
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break;
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case GE_CMD_VERTEXTYPE:
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DEBUG_LOG(G3D,"DL SetVertexType: %06x", data);
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if (diff & GE_VTYPE_THROUGH) {
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// Throughmode changed, let's make the proj matrix dirty.
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shaderManager.DirtyUniform(DIRTY_PROJMATRIX);
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}
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if (data & GE_VTYPE_THROUGH) {
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glDisable(GL_CULL_FACE);
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}
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// This sets through-mode or not, as well.
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break;
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case GE_CMD_OFFSETADDR:
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// offsetAddr = data<<8;
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break;
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case GE_CMD_FINISH:
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DEBUG_LOG(G3D,"DL CMD FINISH");
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// Trigger the finish callbacks
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{
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// Apparently, these callbacks should be done in a special interrupt way.
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//for (size_t i = 0; i < finishCallbacks.size(); i++)
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//{
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// __KernelNotifyCallback(-1, finishCallbacks[i].first, 0);
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//}
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}
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break;
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case GE_CMD_END:
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DEBUG_LOG(G3D,"DL CMD END");
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{
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switch (prev >> 24)
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{
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case GE_CMD_FINISH:
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finished = true;
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break;
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default:
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DEBUG_LOG(G3D,"Ah, not finished: %06x", prev & 0xFFFFFF);
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break;
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}
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}
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// This should generate a Reading Ended interrupt
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// __TriggerInterrupt(PSP_GE_INTR);
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break;
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case GE_CMD_REGION1:
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{
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int x1 = data & 0x3ff;
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int y1 = data >> 10;
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//topleft
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DEBUG_LOG(G3D,"DL Region TL: %d %d", x1, y1);
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}
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break;
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case GE_CMD_REGION2:
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{
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int x2 = data & 0x3ff;
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int y2 = data >> 10;
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DEBUG_LOG(G3D,"DL Region BR: %d %d", x2, y2);
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}
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break;
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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
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break;
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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);
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break;
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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);
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break;
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case GE_CMD_LIGHTINGENABLE:
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DEBUG_LOG(G3D, "DL Lighting enable: %i", data);
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data += 1;
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//We don't use OpenGL lighting
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break;
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case GE_CMD_FOGENABLE:
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DEBUG_LOG(G3D, "DL Fog Enable: %i", gstate.fogEnable);
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break;
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case GE_CMD_DITHERENABLE:
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DEBUG_LOG(G3D, "DL Dither Enable: %i", gstate.ditherEnable);
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break;
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case GE_CMD_OFFSETX:
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DEBUG_LOG(G3D, "DL Offset X: %i", gstate.offsetx);
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break;
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case GE_CMD_OFFSETY:
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DEBUG_LOG(G3D, "DL Offset Y: %i", gstate.offsety);
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break;
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case GE_CMD_TEXSCALEU:
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gstate.uScale = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate.uScale);
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break;
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case GE_CMD_TEXSCALEV:
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gstate.vScale = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate.vScale);
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break;
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case GE_CMD_TEXOFFSETU:
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gstate.uOff = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate.uOff);
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break;
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case GE_CMD_TEXOFFSETV:
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gstate.vOff = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate.vOff);
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break;
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case GE_CMD_SCISSOR1:
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{
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int x1 = data & 0x3ff;
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int y1 = data >> 10;
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DEBUG_LOG(G3D, "DL Scissor TL: %i, %i", x1,y1);
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}
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break;
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case GE_CMD_SCISSOR2:
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{
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int x2 = data & 0x3ff;
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int y2 = data >> 10;
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DEBUG_LOG(G3D, "DL Scissor BR: %i, %i", x2, y2);
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}
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break;
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|
|
case GE_CMD_MINZ:
|
|
DEBUG_LOG(G3D, "DL MinZ: %i", data);
|
|
break;
|
|
|
|
case GE_CMD_MAXZ:
|
|
DEBUG_LOG(G3D, "DL MaxZ: %i", data);
|
|
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.textureChanged=true;
|
|
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.textureChanged=true;
|
|
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:
|
|
DEBUG_LOG(G3D,"DL CLUT addr: %08x", ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF));
|
|
break;
|
|
|
|
case GE_CMD_LOADCLUT:
|
|
{
|
|
u32 clutAttr = ((gstate.clutaddrupper & 0xFF0000)<<8) | (gstate.clutaddr & 0xFFFFFF);
|
|
if (clutAttr)
|
|
{
|
|
u16 *clut = (u16*)Memory::GetPointer(clutAttr);
|
|
if (clut) {
|
|
int numColors = 16 * (data&0x3F);
|
|
memcpy(&gstate.paletteMem[0], clut, numColors * 2);
|
|
}
|
|
DEBUG_LOG(G3D,"DL Clut load: %i palettes", data);
|
|
}
|
|
else
|
|
{
|
|
DEBUG_LOG(G3D,"DL Empty Clut load");
|
|
}
|
|
// Should hash and invalidate all paletted textures on use
|
|
}
|
|
break;
|
|
|
|
// case GE_CMD_TRANSFERSRC:
|
|
|
|
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:
|
|
|
|
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;
|
|
DEBUG_LOG(G3D, "DL Block Transfer Src Rect TL: %i, %i", x, y);
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TRANSFERDSTPOS:
|
|
{
|
|
u32 x = (data & 1023)+1;
|
|
u32 y = ((data>>10) & 1023)+1;
|
|
DEBUG_LOG(G3D, "DL Block Transfer Dest Rect TL: %i, %i", x, y);
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TRANSFERSIZE:
|
|
{
|
|
u32 w = (data & 1023)+1;
|
|
u32 h = ((data>>10) & 1023)+1;
|
|
DEBUG_LOG(G3D, "DL Block Transfer Rect Size: %i x %i", w, h);
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TRANSFERSTART:
|
|
{
|
|
DEBUG_LOG(G3D, "DL Texture Transfer Start: PixFormat %i", data);
|
|
// 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.
|
|
break;
|
|
}
|
|
|
|
case GE_CMD_TEXSIZE0:
|
|
gstate.textureChanged=true;
|
|
gstate.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
|
|
gstate.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
|
|
//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.lightpos[l][c] = val;
|
|
}
|
|
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.lightdir[l][c] = val;
|
|
}
|
|
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.lightatt[l][c] = val;
|
|
}
|
|
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>>16)/255.0f;
|
|
float g = (float)((data>>8) & 0xff)/255.0f;
|
|
float b = (float)(data & 0xff)/255.0f;
|
|
|
|
int l = (cmd - GE_CMD_LAC0) / 3;
|
|
int t = (cmd - GE_CMD_LAC0) % 3;
|
|
gstate.lightColor[t][l].r = r;
|
|
gstate.lightColor[t][l].g = g;
|
|
gstate.lightColor[t][l].b = b;
|
|
}
|
|
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 ? GL_BACK : GL_FRONT);
|
|
break;
|
|
|
|
case GE_CMD_LMODE:
|
|
DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
|
|
break;
|
|
|
|
case GE_CMD_PATCHDIVISION:
|
|
gstate.patch_div_s = data & 0xFF;
|
|
gstate.patch_div_t = (data >> 8) & 0xFF;
|
|
DEBUG_LOG(G3D, "DL Patch subdivision: %i x %i", gstate.patch_div_s, gstate.patch_div_t);
|
|
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
|
|
};
|
|
//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:
|
|
{
|
|
int index = cmd - GE_CMD_MORPHWEIGHT0;
|
|
float weight = getFloat24(data);
|
|
DEBUG_LOG(G3D,"DL MorphWeight %i = %f", index, weight);
|
|
gstate.morphWeights[index] = weight;
|
|
}
|
|
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...
|
|
}
|
|
}
|
|
|
|
bool GPU::InterpretList()
|
|
{
|
|
// Reset stackptr for safety
|
|
stackptr = 0;
|
|
u32 op = 0;
|
|
prev = 0;
|
|
finished = false;
|
|
while (!finished)
|
|
{
|
|
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;
|
|
}
|