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9d125a6e43
There is this nice VideoConfig file that's perfect for it
70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Software/SWRenderer.h"
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "Core/HW/Memmap.h"
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#include "Core/System.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/VideoBackendBase.h"
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namespace SW
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{
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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{
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u32 value = 0;
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switch (type)
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{
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case EFBAccessType::PeekZ:
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{
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value = EfbInterface::GetDepth(x, y);
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break;
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}
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case EFBAccessType::PeekColor:
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{
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const u32 color = EfbInterface::GetColor(x, y);
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// rgba to argb
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value = (color >> 8) | (color & 0xff) << 24;
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::AlphaReadMode alpha_read_mode =
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Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode();
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if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone)
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{
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// value is OK as it is
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}
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else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF)
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{
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value |= 0xFF000000;
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}
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else
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{
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if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00)
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{
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PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast<u16>(alpha_read_mode));
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}
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value &= 0x00FFFFFF;
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}
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break;
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}
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default:
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break;
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}
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return value;
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}
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} // namespace SW
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