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BPStructs: Reindent BPWritten
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c33a1b4b28
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@ -43,6 +43,7 @@ void RenderToXFB(const BPCmd &bp, const EFBRectangle &rc, float yScale, float xf
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{
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Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, rc, gamma);
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}
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void BPWritten(const BPCmd& bp)
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{
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/*
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@ -90,7 +91,6 @@ void BPWritten(const BPCmd& bp)
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switch (bp.address)
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{
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case BPMEM_GENMODE: // Set the Generation Mode
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{
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PRIM_LOG("genmode: texgen=%d, col=%d, multisampling=%d, tev=%d, cullmode=%d, ind=%d, zfeeze=%d",
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(u32)bpmem.genMode.numtexgens, (u32)bpmem.genMode.numcolchans,
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(u32)bpmem.genMode.multisampling, (u32)bpmem.genMode.numtevstages+1, (u32)bpmem.genMode.cullmode,
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@ -100,7 +100,6 @@ void BPWritten(const BPCmd& bp)
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if (bp.changes & 0xC000)
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SetGenerationMode();
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break;
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}
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case BPMEM_IND_MTXA: // Index Matrix Changed
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case BPMEM_IND_MTXB:
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case BPMEM_IND_MTXC:
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@ -139,7 +138,6 @@ void BPWritten(const BPCmd& bp)
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SetDepthMode();
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break;
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case BPMEM_BLENDMODE: // Blending Control
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{
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if (bp.changes & 0xFFFF)
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{
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PRIM_LOG("blendmode: en=%d, open=%d, colupd=%d, alphaupd=%d, dst=%d, src=%d, sub=%d, mode=%d",
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@ -164,16 +162,14 @@ void BPWritten(const BPCmd& bp)
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SetColorMask();
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}
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break;
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}
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case BPMEM_CONSTANTALPHA: // Set Destination Alpha
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{
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PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
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if (bp.changes & 0xFF)
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PixelShaderManager::SetDestAlpha();
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if (bp.changes & 0x100)
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SetBlendMode();
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break;
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}
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// This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
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// Triggers an interrupt on the PPC side so that the game knows when the GPU has finished drawing.
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// Tokens are similar.
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@ -329,8 +325,8 @@ void BPWritten(const BPCmd& bp)
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const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
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PRIM_LOG("ztex op=%s, type=%s", pzop[bpmem.ztex2.op], pztype[bpmem.ztex2.type]);
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#endif
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break;
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}
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break;
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// ----------------------------------
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// Display Copy Filtering Control - GX_SetCopyFilter(u8 aa,u8 sample_pattern[12][2],u8 vf,u8 vfilter[7])
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// Fields: Destination, Frame2Field, Gamma, Source
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@ -403,15 +399,18 @@ void BPWritten(const BPCmd& bp)
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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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case BPMEM_COPYYSCALE: // Display Copy Y Scale
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case BPMEM_IREF: /* 24 RID
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21 BC3 - Ind. Tex Stage 3 NTexCoord
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18 BI3 - Ind. Tex Stage 3 NTexMap
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15 BC2 - Ind. Tex Stage 2 NTexCoord
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12 BI2 - Ind. Tex Stage 2 NTexMap
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9 BC1 - Ind. Tex Stage 1 NTexCoord
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6 BI1 - Ind. Tex Stage 1 NTexMap
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3 BC0 - Ind. Tex Stage 0 NTexCoord
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0 BI0 - Ind. Tex Stage 0 NTexMap*/
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/* 24 RID
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* 21 BC3 - Ind. Tex Stage 3 NTexCoord
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* 18 BI3 - Ind. Tex Stage 3 NTexMap
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* 15 BC2 - Ind. Tex Stage 2 NTexCoord
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* 12 BI2 - Ind. Tex Stage 2 NTexMap
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* 9 BC1 - Ind. Tex Stage 1 NTexCoord
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* 6 BI1 - Ind. Tex Stage 1 NTexMap
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* 3 BC0 - Ind. Tex Stage 0 NTexCoord
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* 0 BI0 - Ind. Tex Stage 0 NTexMap */
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case BPMEM_IREF:
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case BPMEM_TEV_KSEL: // Texture Environment Swap Mode Table 0
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case BPMEM_TEV_KSEL+1: // Texture Environment Swap Mode Table 1
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case BPMEM_TEV_KSEL+2: // Texture Environment Swap Mode Table 2
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