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72e3f1ecec
Making changes to ConfigManager.h has always been a pain, because it means rebuilding half of Dolphin, since a lot of files depend on and include this header. However, it turns out some includes are unnecessary. This commit removes ConfigManager includes from files which don't contain SConfig or GPUDeterminismMode or GPU_DETERMINISM (which means the ConfigManager include is not used). (I've also had to get rid of some indirect includes.)
243 lines
6.9 KiB
C++
243 lines
6.9 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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g_vertex_manager->Flush();
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}
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void SetGenerationMode()
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{
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g_renderer->SetGenerationMode();
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}
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void SetScissor()
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{
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/* NOTE: the minimum value here for the scissor rect and offset is -342.
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* GX internally adds on an offset of 342 to both the offset and scissor
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* coords to ensure that the register was always unsigned.
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*
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* The code that was here before tried to "undo" this offset, but
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* since we always take the difference, the +342 added to both
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* sides cancels out. */
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/* The scissor offset is always even, so to save space, the scissor offset
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* register is scaled down by 2. So, if somebody calls
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* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
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const int xoff = bpmem.scissorOffset.x * 2;
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const int yoff = bpmem.scissorOffset.y * 2;
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EFBRectangle rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1,
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bpmem.scissorBR.y - yoff + 1);
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if (rc.left < 0)
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rc.left = 0;
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if (rc.top < 0)
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rc.top = 0;
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if (rc.right > EFB_WIDTH)
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rc.right = EFB_WIDTH;
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if (rc.bottom > EFB_HEIGHT)
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rc.bottom = EFB_HEIGHT;
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if (rc.left > rc.right)
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rc.right = rc.left;
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if (rc.top > rc.bottom)
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rc.bottom = rc.top;
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g_renderer->SetScissorRect(rc);
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}
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void SetDepthMode()
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{
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g_renderer->SetDepthMode();
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}
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void SetBlendMode()
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{
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g_renderer->SetBlendMode(false);
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}
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void SetDitherMode()
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{
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g_renderer->SetDitherMode();
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}
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void SetLogicOpMode()
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{
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g_renderer->SetLogicOpMode();
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}
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void SetColorMask()
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{
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g_renderer->SetColorMask();
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}
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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated backends we're always using RGBA8
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for the EFB format, which causes some problems:
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- We're using an alpha channel although the game doesn't
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- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
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native HW
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To properly emulate the above points, we're doing the following:
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(1)
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- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
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alpha channel
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- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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- Same for color channels, these need to be cleared to 0x00 though.
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(2)
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- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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- convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const EFBRectangle& rc)
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{
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bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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bool zEnable = (bpmem.zmode.updateenable != 0);
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auto pixel_format = bpmem.zcontrol.pixel_format;
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// (1): Disable unused color channels
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if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 ||
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pixel_format == PEControl::Z24)
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{
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alphaEnable = false;
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}
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if (colorEnable || alphaEnable || zEnable)
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{
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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// (2) drop additional accuracy
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if (pixel_format == PEControl::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (pixel_format == PEControl::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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z = Z24ToZ16ToZ24(z);
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}
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g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void OnPixelFormatChange()
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{
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int convtype = -1;
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we need to handle
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// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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* the same.
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* Since we are always using an RGBA8 buffer though, this causes issues in some games.
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* Thus, we reinterpret the old EFB data with the new format here.
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*/
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if (!g_ActiveConfig.bEFBEmulateFormatChanges)
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return;
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auto old_format = Renderer::GetPrevPixelFormat();
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auto new_format = bpmem.zcontrol.pixel_format;
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// no need to reinterpret pixel data in these cases
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if (new_format == old_format || old_format == PEControl::INVALID_FMT)
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goto skip;
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// Check for pixel format changes
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switch (old_format)
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{
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case PEControl::RGB8_Z24:
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case PEControl::Z24:
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// Z24 and RGB8_Z24 are treated equal, so just return in this case
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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goto skip;
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if (new_format == PEControl::RGBA6_Z24)
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convtype = 0;
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else if (new_format == PEControl::RGB565_Z16)
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convtype = 1;
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break;
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case PEControl::RGBA6_Z24:
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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convtype = 2;
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else if (new_format == PEControl::RGB565_Z16)
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convtype = 3;
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break;
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case PEControl::RGB565_Z16:
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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convtype = 4;
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else if (new_format == PEControl::RGBA6_Z24)
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convtype = 5;
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break;
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default:
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break;
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}
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if (convtype == -1)
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{
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ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d", static_cast<int>(old_format),
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static_cast<int>(new_format));
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goto skip;
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}
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g_renderer->ReinterpretPixelData(convtype);
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skip:
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DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format),
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static_cast<int>(bpmem.zcontrol.zformat));
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Renderer::StorePixelFormat(new_format);
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}
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void SetInterlacingMode(const BPCmd& bp)
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{
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// TODO
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switch (bp.address)
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{
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case BPMEM_FIELDMODE:
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{
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// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
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// just before this cmd
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const char* action[] = {"don't adjust", "adjust"};
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DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD],
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action[bpmem.lineptwidth.lineaspect]);
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}
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break;
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case BPMEM_FIELDMASK:
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{
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// Determines if fields will be written to EFB (always computed)
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const char* action[] = {"skip", "write"};
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DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even],
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action[bpmem.fieldmask.odd]);
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}
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break;
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default:
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ERROR_LOG(VIDEO, "SetInterlacingMode default");
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break;
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}
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}
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};
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