mirror of
https://github.com/libretro/ppsspp.git
synced 2024-12-04 23:16:41 +00:00
669 lines
16 KiB
C++
669 lines
16 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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#include "NullGpu.h"
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#include "../GPUState.h"
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#include "../ge_constants.h"
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#include "../../Core/MemMap.h"
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#include "../../Core/HLE/sceKernelInterrupt.h"
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#include "../../Core/HLE/sceGe.h"
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NullGPU::NullGPU() { }
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NullGPU::~NullGPU() { }
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void NullGPU::FastRunLoop(DisplayList &list) {
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for (; downcount > 0; --downcount) {
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u32 op = Memory::ReadUnchecked_U32(list.pc);
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u32 cmd = op >> 24;
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u32 diff = op ^ gstate.cmdmem[cmd];
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gstate.cmdmem[cmd] = op;
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ExecuteOp(op, diff);
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list.pc += 4;
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}
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}
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void NullGPU::ExecuteOp(u32 op, u32 diff) {
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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:
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gstate_c.vertexAddr = gstate_c.getRelativeAddress(data);
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break;
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case GE_CMD_IADDR:
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gstate_c.indexAddr = gstate_c.getRelativeAddress(data);
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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_c.vertexAddr, gstate_c.indexAddr);
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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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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_BOUNDINGBOX:
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if (data != 0)
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DEBUG_LOG(G3D, "Unsupported bounding box: %06x", data);
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// bounding box test. Let's assume the box was within the drawing region.
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currentList->bboxResult = true;
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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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// This sets through-mode or not, as well.
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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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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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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_c.uv.uScale = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture U Scale: %f", gstate_c.uv.uScale);
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break;
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case GE_CMD_TEXSCALEV:
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gstate_c.uv.vScale = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture V Scale: %f", gstate_c.uv.vScale);
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break;
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case GE_CMD_TEXOFFSETU:
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gstate_c.uv.uOff = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture U Offset: %f", gstate_c.uv.uOff);
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break;
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case GE_CMD_TEXOFFSETV:
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gstate_c.uv.vOff = getFloat24(data);
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DEBUG_LOG(G3D, "DL Texture V Offset: %f", gstate_c.uv.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:
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DEBUG_LOG(G3D, "DL MinZ: %i", data);
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break;
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case GE_CMD_MAXZ:
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DEBUG_LOG(G3D, "DL MaxZ: %i", data);
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break;
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case GE_CMD_FRAMEBUFPTR:
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DEBUG_LOG(G3D, "DL FramebufPtr: %08x", data);
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break;
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case GE_CMD_FRAMEBUFWIDTH:
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DEBUG_LOG(G3D, "DL FramebufWidth: %i", data);
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break;
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case GE_CMD_FRAMEBUFPIXFORMAT:
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break;
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case GE_CMD_TEXADDR0:
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gstate_c.textureChanged=true;
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case GE_CMD_TEXADDR1:
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case GE_CMD_TEXADDR2:
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case GE_CMD_TEXADDR3:
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case GE_CMD_TEXADDR4:
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case GE_CMD_TEXADDR5:
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case GE_CMD_TEXADDR6:
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case GE_CMD_TEXADDR7:
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DEBUG_LOG(G3D,"DL Texture address %i: %06x", cmd-GE_CMD_TEXADDR0, data);
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break;
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case GE_CMD_TEXBUFWIDTH0:
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gstate_c.textureChanged=true;
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case GE_CMD_TEXBUFWIDTH1:
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case GE_CMD_TEXBUFWIDTH2:
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case GE_CMD_TEXBUFWIDTH3:
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case GE_CMD_TEXBUFWIDTH4:
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case GE_CMD_TEXBUFWIDTH5:
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case GE_CMD_TEXBUFWIDTH6:
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case GE_CMD_TEXBUFWIDTH7:
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DEBUG_LOG(G3D,"DL Texture BUFWIDTHess %i: %06x", cmd-GE_CMD_TEXBUFWIDTH0, data);
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break;
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case GE_CMD_CLUTADDR:
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//DEBUG_LOG(G3D,"CLUT base addr: %06x", data);
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break;
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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;
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case GE_CMD_LOADCLUT:
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// This could be used to "dirty" textures with clut.
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{
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u32 clutAddr = gstate.getClutAddress();
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if (clutAddr)
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{
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DEBUG_LOG(G3D,"DL Clut load: %08x", clutAddr);
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}
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else
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{
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DEBUG_LOG(G3D,"DL Empty Clut load");
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}
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// Should hash and invalidate all paletted textures on use
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}
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break;
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//case GE_CMD_TRANSFERSRC:
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case GE_CMD_TRANSFERSRCW:
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{
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u32 xferSrc = (gstate.transfersrc & 0x00FFFFFF) | ((data & 0xFF0000) << 8);
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u32 xferSrcW = data & 0x3FF;
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DEBUG_LOG(G3D,"Block Transfer Src: %08x W: %i", xferSrc, xferSrcW);
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break;
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}
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// case GE_CMD_TRANSFERDST:
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case GE_CMD_TRANSFERDSTW:
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{
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u32 xferDst = (gstate.transferdst & 0x00FFFFFF) | ((data & 0xFF0000) << 8);
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u32 xferDstW = data & 0x3FF;
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DEBUG_LOG(G3D,"Block Transfer Dest: %08x W: %i", xferDst, xferDstW);
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break;
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}
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case GE_CMD_TRANSFERSRCPOS:
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{
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u32 x = (data & 1023)+1;
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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;
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}
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case GE_CMD_TRANSFERDSTPOS:
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{
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u32 x = (data & 1023)+1;
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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;
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}
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case GE_CMD_TRANSFERSIZE:
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{
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u32 w = (data & 1023)+1;
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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;
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}
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case GE_CMD_TRANSFERSTART:
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{
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DEBUG_LOG(G3D, "DL Texture Transfer Start: PixFormat %i", data);
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// TODO: Here we should check if the transfer overlaps a framebuffer or any textures,
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// and take appropriate action. If not, this should just be a block transfer within
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// GPU memory which could be implemented by a copy loop.
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break;
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}
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case GE_CMD_TEXSIZE0:
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gstate_c.textureChanged=true;
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gstate_c.curTextureWidth = 1 << (gstate.texsize[0] & 0xf);
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gstate_c.curTextureHeight = 1 << ((gstate.texsize[0]>>8) & 0xf);
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//fall thru - ignoring the mipmap sizes for now
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case GE_CMD_TEXSIZE1:
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case GE_CMD_TEXSIZE2:
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case GE_CMD_TEXSIZE3:
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case GE_CMD_TEXSIZE4:
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case GE_CMD_TEXSIZE5:
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case GE_CMD_TEXSIZE6:
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case GE_CMD_TEXSIZE7:
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DEBUG_LOG(G3D,"DL Texture Size: %06x", data);
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break;
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case GE_CMD_ZBUFPTR:
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DEBUG_LOG(G3D,"Zbuf Ptr: %06x", data);
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break;
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case GE_CMD_ZBUFWIDTH:
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DEBUG_LOG(G3D,"Zbuf Width: %i", data);
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break;
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case GE_CMD_AMBIENTCOLOR:
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DEBUG_LOG(G3D,"DL Ambient Color: %06x", data);
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break;
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case GE_CMD_AMBIENTALPHA:
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DEBUG_LOG(G3D,"DL Ambient Alpha: %06x", data);
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break;
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case GE_CMD_MATERIALAMBIENT:
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DEBUG_LOG(G3D,"DL Material Ambient Color: %06x", data);
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break;
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case GE_CMD_MATERIALDIFFUSE:
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DEBUG_LOG(G3D,"DL Material Diffuse Color: %06x", data);
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break;
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case GE_CMD_MATERIALEMISSIVE:
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DEBUG_LOG(G3D,"DL Material Emissive Color: %06x", data);
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break;
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case GE_CMD_MATERIALSPECULAR:
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DEBUG_LOG(G3D,"DL Material Specular Color: %06x", data);
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break;
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case GE_CMD_MATERIALALPHA:
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DEBUG_LOG(G3D,"DL Material Alpha Color: %06x", data);
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break;
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case GE_CMD_MATERIALSPECULARCOEF:
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DEBUG_LOG(G3D,"DL Material specular coef: %f", getFloat24(data));
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break;
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case GE_CMD_LIGHTTYPE0:
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case GE_CMD_LIGHTTYPE1:
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case GE_CMD_LIGHTTYPE2:
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case GE_CMD_LIGHTTYPE3:
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DEBUG_LOG(G3D,"DL Light %i type: %06x", cmd-GE_CMD_LIGHTTYPE0, data);
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break;
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case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
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case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
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case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
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case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
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{
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int n = cmd - GE_CMD_LX0;
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int l = n / 3;
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int c = n % 3;
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float val = getFloat24(data);
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DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
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gstate_c.lightpos[l][c] = val;
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}
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break;
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case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
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case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
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case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
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case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
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{
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int n = cmd - GE_CMD_LDX0;
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int l = n / 3;
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int c = n % 3;
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float val = getFloat24(data);
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DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
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gstate_c.lightdir[l][c] = val;
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}
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break;
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case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
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case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
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case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
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case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
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{
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int n = cmd - GE_CMD_LKA0;
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int l = n / 3;
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int c = n % 3;
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float val = getFloat24(data);
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DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
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gstate_c.lightatt[l][c] = val;
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}
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break;
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case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
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case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
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case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
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{
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float r = (float)(data>>16)/255.0f;
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float g = (float)((data>>8) & 0xff)/255.0f;
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float b = (float)(data & 0xff)/255.0f;
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int l = (cmd - GE_CMD_LAC0) / 3;
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int t = (cmd - GE_CMD_LAC0) % 3;
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gstate_c.lightColor[t][l][0] = r;
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gstate_c.lightColor[t][l][1] = g;
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gstate_c.lightColor[t][l][2] = b;
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}
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break;
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case GE_CMD_VIEWPORTX1:
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case GE_CMD_VIEWPORTY1:
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case GE_CMD_VIEWPORTZ1:
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case GE_CMD_VIEWPORTX2:
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case GE_CMD_VIEWPORTY2:
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case GE_CMD_VIEWPORTZ2:
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DEBUG_LOG(G3D,"DL Viewport param %i: %f", cmd-GE_CMD_VIEWPORTX1, getFloat24(data));
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break;
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case GE_CMD_LIGHTENABLE0:
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case GE_CMD_LIGHTENABLE1:
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case GE_CMD_LIGHTENABLE2:
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case GE_CMD_LIGHTENABLE3:
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DEBUG_LOG(G3D,"DL Light %i enable: %d", cmd-GE_CMD_LIGHTENABLE0, data);
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break;
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case GE_CMD_CULL:
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DEBUG_LOG(G3D,"DL cull: %06x", data);
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break;
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case GE_CMD_LIGHTMODE:
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DEBUG_LOG(G3D,"DL Shade mode: %06x", data);
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break;
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case GE_CMD_PATCHDIVISION:
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break;
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case GE_CMD_MATERIALUPDATE:
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DEBUG_LOG(G3D,"DL Material Update: %d", data);
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break;
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//////////////////////////////////////////////////////////////////
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// CLEARING
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//////////////////////////////////////////////////////////////////
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|
case GE_CMD_CLEARMODE:
|
|
// If it becomes a performance problem, check diff&1
|
|
DEBUG_LOG(G3D,"DL Clear mode: %06x", data);
|
|
break;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// ALPHA BLENDING
|
|
//////////////////////////////////////////////////////////////////
|
|
case GE_CMD_ALPHABLENDENABLE:
|
|
DEBUG_LOG(G3D,"DL Alpha blend enable: %d", data);
|
|
break;
|
|
|
|
case GE_CMD_BLENDMODE:
|
|
DEBUG_LOG(G3D,"DL Blend mode: %06x", 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");
|
|
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:
|
|
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:
|
|
{
|
|
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_c.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:
|
|
gstate.worldmtxnum = data&0xF;
|
|
break;
|
|
|
|
case GE_CMD_WORLDMATRIXDATA:
|
|
{
|
|
int num = gstate.worldmtxnum & 0xF;
|
|
if (num < 12) {
|
|
gstate.worldMatrix[num] = getFloat24(data);
|
|
}
|
|
gstate.worldmtxnum = (++num) & 0xF;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXNUMBER:
|
|
gstate.viewmtxnum = data&0xF;
|
|
break;
|
|
|
|
case GE_CMD_VIEWMATRIXDATA:
|
|
{
|
|
int num = gstate.viewmtxnum & 0xF;
|
|
if (num < 12) {
|
|
gstate.viewMatrix[num] = getFloat24(data);
|
|
}
|
|
gstate.viewmtxnum = (++num) & 0xF;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXNUMBER:
|
|
gstate.projmtxnum = data&0xF;
|
|
break;
|
|
|
|
case GE_CMD_PROJMATRIXDATA:
|
|
{
|
|
int num = gstate.projmtxnum & 0xF;
|
|
gstate.projMatrix[num] = getFloat24(data);
|
|
gstate.projmtxnum = (++num) & 0xF;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXNUMBER:
|
|
gstate.texmtxnum = data&0xF;
|
|
break;
|
|
|
|
case GE_CMD_TGENMATRIXDATA:
|
|
{
|
|
int num = gstate.texmtxnum & 0xF;
|
|
if (num < 12) {
|
|
gstate.tgenMatrix[num] = getFloat24(data);
|
|
}
|
|
gstate.texmtxnum = (++num) & 0xF;
|
|
}
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXNUMBER:
|
|
gstate.boneMatrixNumber = data & 0x7F;
|
|
break;
|
|
|
|
case GE_CMD_BONEMATRIXDATA:
|
|
{
|
|
int num = gstate.boneMatrixNumber & 0x7F;
|
|
if (num < 96) {
|
|
gstate.boneMatrix[num] = getFloat24(data);
|
|
}
|
|
gstate.boneMatrixNumber = (++num) & 0x7F;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
GPUCommon::ExecuteOp(op, diff);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NullGPU::UpdateStats() {
|
|
gpuStats.numVertexShaders = 0;
|
|
gpuStats.numFragmentShaders = 0;
|
|
gpuStats.numShaders = 0;
|
|
gpuStats.numTextures = 0;
|
|
}
|
|
|
|
void NullGPU::InvalidateCache(u32 addr, int size, GPUInvalidationType type) {
|
|
// Nothing to invalidate.
|
|
}
|
|
|
|
void NullGPU::UpdateMemory(u32 dest, u32 src, int size) {
|
|
// Nothing to update.
|
|
InvalidateCache(dest, size, GPU_INVALIDATE_HINT);
|
|
}
|