2009-07-28 23:32:10 +02:00
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// Copyright (C) 2003 Dolphin Project.
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2009-07-06 04:10:26 +02:00
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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.
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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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "BPFunctions.h"
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#include "D3DBase.h"
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2009-09-13 11:23:30 +02:00
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#include "VideoConfig.h"
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2009-07-06 04:10:26 +02:00
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#include "Common.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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2010-06-21 00:23:34 +02:00
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#include "Debugger/Debugger.h"
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Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 19:46:30 +01:00
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#include "TextureConverter.h"
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2009-07-06 04:10:26 +02:00
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bool textureChanged[8];
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const bool renderFog = false;
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using namespace D3D;
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namespace BPFunctions
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{
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void FlushPipeline()
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{
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VertexManager::Flush();
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}
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2009-07-26 11:52:35 +02:00
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void SetGenerationMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-11-23 15:08:08 +01:00
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Renderer::SetGenerationMode();
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2009-07-06 04:10:26 +02:00
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}
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2009-07-26 11:52:35 +02:00
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void SetScissor(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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Renderer::SetScissorRect();
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}
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2009-09-02 20:55:36 +02:00
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2009-07-26 11:52:35 +02:00
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void SetLineWidth(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-11-27 20:42:27 +01:00
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Renderer::SetLineWidth();
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2009-07-06 04:10:26 +02:00
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}
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2009-09-02 20:55:36 +02:00
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2009-07-26 11:52:35 +02:00
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void SetDepthMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-11-23 15:08:08 +01:00
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Renderer::SetDepthMode();
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2009-07-06 04:10:26 +02:00
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}
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2009-09-15 21:53:22 +02:00
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2009-07-26 11:52:35 +02:00
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void SetBlendMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-10-11 01:36:18 +02:00
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Renderer::SetBlendMode(false);
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2009-07-06 04:10:26 +02:00
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}
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2009-07-26 11:52:35 +02:00
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void SetDitherMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-11-27 20:42:27 +01:00
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Renderer::SetDitherMode();
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2009-07-06 04:10:26 +02:00
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}
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2009-07-26 11:52:35 +02:00
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void SetLogicOpMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-12-07 19:48:31 +01:00
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Renderer::SetLogicOpMode();
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2009-07-06 04:10:26 +02:00
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}
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2009-09-03 21:42:45 +02:00
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2009-07-26 11:52:35 +02:00
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void SetColorMask(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-09-03 21:42:45 +02:00
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Renderer::SetColorMask();
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2009-07-06 04:10:26 +02:00
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}
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2009-07-15 02:51:24 +02:00
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2009-09-04 08:09:21 +02:00
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf)
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2009-07-06 04:10:26 +02:00
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{
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2009-09-13 10:21:35 +02:00
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if (!g_ActiveConfig.bEFBCopyDisable)
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2009-09-11 07:18:45 +02:00
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{
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ok, here goes a really experimental commit:
replace efb to ram implementation by a hybrid approach.
explanation:
when copying from efb to texture, instead of make a copy to a texture or to the ram, copy the data to both, in hi quality to the texture and in native quality to the ram.
then instead of re-decoding the data from ram (very slow) use the data in the texture.
to improve this even more, test if the cpu has modified the data in the ram copy, if so, update the texture in memory and mark it as dynamic to avoid redundant work in future frames.
having all this implemented this is what is archived:
sms: full quality with scaled efb copies and fully functional goop cleaning :)
ztp: efb to texture speed with full map support.
nsmbw: this is a hard to emulate game, as it make a lot of shading and texture modification in cpu. it only have 35 fps in my system with new efb to ram but is 10 fps faster than normal efb to ram.
this game also show me another unimplemented feature, copy efb to multiple textures at the same time (is used to animate coins and other things in the world).
this is a remaining todo in efb to texture.
a lot of games should improve, so please test and let me know any regresion caused by this commit.
if everyone likes this the next step is, implement efb to multilpe textures and merge efb to ram and efb to texture.
then port to the other plugins.
enjoy.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5846 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-07 00:27:13 +02:00
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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2009-09-11 07:18:45 +02:00
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}
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2009-07-06 04:10:26 +02:00
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}
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2009-07-26 11:52:35 +02:00
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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2009-07-06 04:10:26 +02:00
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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2009-10-02 23:23:56 +02:00
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
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bool zEnable = bpmem.zmode.updateenable;
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2009-07-06 04:10:26 +02:00
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2009-10-02 23:23:56 +02:00
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if (colorEnable || alphaEnable || zEnable)
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2009-07-06 04:10:26 +02:00
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{
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2009-10-02 23:23:56 +02:00
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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2009-07-06 04:10:26 +02:00
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2009-10-02 23:23:56 +02:00
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Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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2009-07-06 04:10:26 +02:00
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}
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2009-07-26 11:52:35 +02:00
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void RestoreRenderState(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2009-11-27 20:42:27 +01:00
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Renderer::RestoreAPIState();
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2009-07-06 04:10:26 +02:00
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}
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bool GetConfig(const int &type)
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{
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switch (type)
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{
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case CONFIG_ISWII:
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return g_VideoInitialize.bWii;
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case CONFIG_DISABLEFOG:
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2009-11-28 06:59:46 +01:00
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return g_ActiveConfig.bDisableFog;
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2009-07-06 04:10:26 +02:00
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case CONFIG_SHOWEFBREGIONS:
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return false;
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default:
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PanicAlert("GetConfig Error: Unknown Config Type!");
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return false;
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}
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}
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2009-09-02 20:55:36 +02:00
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2009-07-06 04:10:26 +02:00
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u8 *GetPointer(const u32 &address)
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{
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return g_VideoInitialize.pGetMemoryPointer(address);
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}
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2009-09-02 20:55:36 +02:00
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2010-01-13 00:40:30 +01:00
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void SetTextureMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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2010-01-13 00:40:30 +01:00
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Renderer::SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);
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2009-07-06 04:10:26 +02:00
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}
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2009-09-13 10:21:35 +02:00
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2009-07-26 11:52:35 +02:00
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void SetInterlacingMode(const BPCmd &bp)
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2009-07-06 04:10:26 +02:00
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{
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// TODO
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}
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2009-09-13 10:21:35 +02:00
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2010-06-02 22:35:12 +02:00
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};
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