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https://github.com/dolphin-emu/dolphin.git
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256 lines
7.1 KiB
C++
256 lines
7.1 KiB
C++
// Copyright 2013 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/Common.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/Memmap.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.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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VertexManager::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,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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if (rc.left < 0) rc.left = 0;
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if (rc.top < 0) rc.top = 0;
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if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
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if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
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if (rc.left > rc.right) rc.right = rc.left;
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if (rc.top > rc.bottom) rc.bottom = rc.top;
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g_renderer->SetScissorRect(rc);
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}
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void SetLineWidth()
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{
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g_renderer->SetLineWidth();
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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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void CopyEFB(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (g_ActiveConfig.bEFBCopyEnable)
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{
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TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
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srcRect, isIntensity, scaleByHalf);
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}
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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 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 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;
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bool alphaEnable = bpmem.blendmode.alphaupdate;
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bool zEnable = bpmem.zmode.updateenable;
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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 ||
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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 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 ||
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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 ||
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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\n", static_cast<int>(old_format), 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), 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",
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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",
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action[bpmem.fieldmask.even], 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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