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https://github.com/RPCS3/rpcs3.git
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683 lines
16 KiB
C++
683 lines
16 KiB
C++
#pragma once
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#include "GCM.h"
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#include "RSXTexture.h"
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#include "RSXVertexProgram.h"
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#include "RSXFragmentProgram.h"
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#include <stack>
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#include "Utilities/SSemaphore.h"
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#include "Utilities/Thread.h"
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#include "Utilities/Timer.h"
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enum Method
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{
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CELL_GCM_METHOD_FLAG_NON_INCREMENT = 0x40000000,
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CELL_GCM_METHOD_FLAG_JUMP = 0x20000000,
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CELL_GCM_METHOD_FLAG_CALL = 0x00000002,
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CELL_GCM_METHOD_FLAG_RETURN = 0x00020000,
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};
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extern u32 methodRegisters[0xffff];
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u32 GetAddress(u32 offset, u32 location);
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struct RSXVertexData
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{
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u32 frequency;
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u32 stride;
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u32 size;
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u32 type;
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u32 addr;
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u32 constant_count;
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std::vector<u8> data;
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RSXVertexData();
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void Reset();
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bool IsEnabled() const { return size > 0; }
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void Load(u32 start, u32 count, u32 baseOffset, u32 baseIndex);
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u32 GetTypeSize();
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};
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struct RSXIndexArrayData
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{
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std::vector<u8> m_data;
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int m_type;
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u32 m_first;
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u32 m_count;
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u32 m_addr;
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u32 index_max;
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u32 index_min;
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RSXIndexArrayData()
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{
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Reset();
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}
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void Reset()
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{
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m_type = 0;
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m_first = ~0;
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m_count = 0;
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m_addr = 0;
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index_min = ~0;
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index_max = 0;
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m_data.clear();
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}
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};
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struct RSXTransformConstant
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{
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u32 id;
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float x, y, z, w;
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RSXTransformConstant()
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: x(0.0f)
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, y(0.0f)
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, z(0.0f)
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, w(0.0f)
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{
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}
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RSXTransformConstant(u32 id, float x, float y, float z, float w)
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: id(id)
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, x(x)
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, y(y)
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, z(z)
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, w(w)
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{
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}
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};
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class RSXThread : public ThreadBase
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{
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public:
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static const uint m_textures_count = 16;
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static const uint m_vertex_count = 32;
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static const uint m_fragment_count = 32;
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static const uint m_tiles_count = 15;
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static const uint m_zculls_count = 8;
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protected:
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std::stack<u32> m_call_stack;
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CellGcmControl* m_ctrl;
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Timer m_timer_sync;
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double m_fps_limit = 59.94;
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public:
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GcmTileInfo m_tiles[m_tiles_count];
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GcmZcullInfo m_zculls[m_zculls_count];
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RSXTexture m_textures[m_textures_count];
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RSXVertexTexture m_vertex_textures[m_textures_count];
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RSXVertexData m_vertex_data[m_vertex_count];
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RSXIndexArrayData m_indexed_array;
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std::vector<RSXTransformConstant> m_fragment_constants;
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std::vector<RSXTransformConstant> m_transform_constants;
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u32 m_shader_ctrl, m_cur_fragment_prog_num;
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RSXFragmentProgram m_fragment_progs[m_fragment_count];
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RSXFragmentProgram* m_cur_fragment_prog;
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RSXVertexProgram m_vertex_progs[m_vertex_count];
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RSXVertexProgram* m_cur_vertex_prog;
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public:
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u32 m_ioAddress, m_ioSize, m_ctrlAddress;
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int m_flip_status;
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int m_flip_mode;
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int m_debug_level;
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int m_frequency_mode;
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u32 m_tiles_addr;
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u32 m_zculls_addr;
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u32 m_gcm_buffers_addr;
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u32 m_gcm_buffers_count;
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u32 m_gcm_current_buffer;
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u32 m_ctxt_addr;
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u32 m_report_main_addr;
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u32 m_local_mem_addr, m_main_mem_addr;
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bool m_strict_ordering[0x1000];
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public:
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uint m_draw_mode;
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u32 m_width;
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u32 m_height;
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float m_width_scale;
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float m_height_scale;
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u32 m_draw_array_count;
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u32 m_draw_array_first;
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public:
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std::mutex m_cs_main;
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SSemaphore m_sem_flush;
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SSemaphore m_sem_flip;
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u64 m_last_flip_time;
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vm::ptr<void(*)(const u32)> m_flip_handler;
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vm::ptr<void(*)(const u32)> m_user_handler;
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u64 m_vblank_count;
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vm::ptr<void(*)(const u32)> m_vblank_handler;
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public:
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// Dither
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bool m_set_dither;
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// Color mask
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bool m_set_color_mask;
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bool m_color_mask_r;
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bool m_color_mask_g;
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bool m_color_mask_b;
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bool m_color_mask_a;
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// Clip
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bool m_set_clip;
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float m_clip_min;
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float m_clip_max;
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// Depth test
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bool m_set_depth_test;
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bool m_set_depth_func;
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int m_depth_func;
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bool m_set_depth_mask;
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u32 m_depth_mask;
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// Depth bound test
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bool m_set_depth_bounds_test;
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bool m_set_depth_bounds;
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float m_depth_bounds_min;
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float m_depth_bounds_max;
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// Primitive restart
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bool m_set_restart_index;
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u32 m_restart_index;
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// Point
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bool m_set_point_size;
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bool m_set_point_sprite_control;
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float m_point_size;
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u16 m_point_x;
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u16 m_point_y;
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// Line smooth
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bool m_set_line_smooth;
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// Viewport & scissor
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bool m_set_viewport_horizontal;
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bool m_set_viewport_vertical;
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u16 m_viewport_x;
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u16 m_viewport_y;
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u16 m_viewport_w;
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u16 m_viewport_h;
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bool m_set_scissor_horizontal;
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bool m_set_scissor_vertical;
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u16 m_scissor_x;
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u16 m_scissor_y;
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u16 m_scissor_w;
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u16 m_scissor_h;
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// Polygon mode/offset
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bool m_set_poly_smooth;
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bool m_set_poly_offset_fill;
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bool m_set_poly_offset_line;
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bool m_set_poly_offset_point;
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bool m_set_front_polygon_mode;
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u32 m_front_polygon_mode;
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bool m_set_back_polygon_mode;
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u32 m_back_polygon_mode;
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bool m_set_poly_offset_mode;
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float m_poly_offset_scale_factor;
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float m_poly_offset_bias;
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// Line/Polygon stipple
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bool m_set_line_stipple;
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u16 m_line_stipple_pattern;
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u16 m_line_stipple_factor;
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bool m_set_polygon_stipple;
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u32 m_polygon_stipple_pattern[32];
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// Logic Ops
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bool m_set_logic_op;
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u32 m_logic_op;
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// Clearing
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u32 m_clear_surface_mask;
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u32 m_clear_surface_z;
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u8 m_clear_surface_s;
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u8 m_clear_surface_color_r;
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u8 m_clear_surface_color_g;
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u8 m_clear_surface_color_b;
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u8 m_clear_surface_color_a;
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u8 m_clear_color_r;
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u8 m_clear_color_g;
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u8 m_clear_color_b;
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u8 m_clear_color_a;
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u8 m_clear_s;
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u32 m_clear_z;
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// Blending
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bool m_set_blend;
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bool m_set_blend_dfactor;
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u16 m_blend_dfactor_rgb;
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u16 m_blend_dfactor_alpha;
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bool m_set_blend_sfactor;
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u16 m_blend_sfactor_rgb;
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u16 m_blend_sfactor_alpha;
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bool m_set_blend_equation;
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u16 m_blend_equation_rgb;
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u16 m_blend_equation_alpha;
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bool m_set_blend_color;
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u8 m_blend_color_r;
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u8 m_blend_color_g;
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u8 m_blend_color_b;
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u8 m_blend_color_a;
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bool m_set_blend_mrt1;
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bool m_set_blend_mrt2;
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bool m_set_blend_mrt3;
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// Stencil Test
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bool m_set_stencil_test;
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bool m_set_stencil_mask;
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u32 m_stencil_mask;
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bool m_set_stencil_func;
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u32 m_stencil_func;
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bool m_set_stencil_func_ref;
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u32 m_stencil_func_ref;
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bool m_set_stencil_func_mask;
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u32 m_stencil_func_mask;
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bool m_set_stencil_fail;
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u32 m_stencil_fail;
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bool m_set_stencil_zfail;
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u32 m_stencil_zfail;
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bool m_set_stencil_zpass;
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u32 m_stencil_zpass;
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bool m_set_two_sided_stencil_test_enable;
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bool m_set_two_side_light_enable;
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bool m_set_back_stencil_mask;
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u32 m_back_stencil_mask;
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bool m_set_back_stencil_func;
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u32 m_back_stencil_func;
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bool m_set_back_stencil_func_ref;
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u32 m_back_stencil_func_ref;
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bool m_set_back_stencil_func_mask;
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u32 m_back_stencil_func_mask;
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bool m_set_back_stencil_fail;
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u32 m_back_stencil_fail;
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bool m_set_back_stencil_zfail;
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u32 m_back_stencil_zfail;
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bool m_set_back_stencil_zpass;
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u32 m_back_stencil_zpass;
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// Line width
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bool m_set_line_width;
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float m_line_width;
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// Shader mode
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bool m_set_shade_mode;
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u32 m_shade_mode;
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// Lighting
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bool m_set_specular;
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// Color
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u32 m_color_format;
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u16 m_color_format_src_pitch;
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u16 m_color_format_dst_pitch;
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u32 m_color_conv;
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u32 m_color_conv_fmt;
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u32 m_color_conv_op;
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u16 m_color_conv_in_x;
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u16 m_color_conv_in_y;
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u16 m_color_conv_in_w;
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u16 m_color_conv_in_h;
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u16 m_color_conv_out_x;
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u16 m_color_conv_out_y;
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u16 m_color_conv_out_w;
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u16 m_color_conv_out_h;
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u32 m_color_conv_dsdx;
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u32 m_color_conv_dtdy;
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// Semaphore
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bool m_set_semaphore_offset;
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u32 m_semaphore_offset;
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// Fog
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bool m_set_fog_mode;
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u32 m_fog_mode;
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bool m_set_fog_params;
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float m_fog_param0;
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float m_fog_param1;
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// Clip plane
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bool m_set_clip_plane;
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bool m_clip_plane_0;
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bool m_clip_plane_1;
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bool m_clip_plane_2;
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bool m_clip_plane_3;
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bool m_clip_plane_4;
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bool m_clip_plane_5;
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// Surface
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bool m_set_surface_format;
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u8 m_surface_color_format;
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u8 m_surface_depth_format;
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u8 m_surface_type;
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u8 m_surface_antialias;
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u8 m_surface_width;
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u8 m_surface_height;
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bool m_set_surface_clip_horizontal;
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u16 m_surface_clip_x;
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u16 m_surface_clip_w;
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bool m_set_surface_clip_vertical;
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u16 m_surface_clip_y;
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u16 m_surface_clip_h;
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u32 m_surface_pitch_a;
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u32 m_surface_pitch_b;
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u32 m_surface_pitch_c;
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u32 m_surface_pitch_d;
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u32 m_surface_pitch_z;
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u32 m_surface_offset_a;
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u32 m_surface_offset_b;
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u32 m_surface_offset_c;
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u32 m_surface_offset_d;
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u32 m_surface_offset_z;
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u32 m_surface_color_target;
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// DMA context
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bool m_set_context_dma_color_a;
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u32 m_context_dma_color_a;
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bool m_set_context_dma_color_b;
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u32 m_context_dma_color_b;
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bool m_set_context_dma_color_c;
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u32 m_context_dma_color_c;
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bool m_set_context_dma_color_d;
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u32 m_context_dma_color_d;
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bool m_set_context_dma_z;
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u32 m_context_dma_z;
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u32 m_context_dma_img_src;
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u32 m_context_dma_img_dst;
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u32 m_context_dma_buffer_in_src;
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u32 m_context_dma_buffer_in_dst;
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u32 m_dst_offset;
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// Cull face
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bool m_set_cull_face;
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u32 m_cull_face;
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// Alpha test
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bool m_set_alpha_test;
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bool m_set_alpha_func;
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u32 m_alpha_func;
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bool m_set_alpha_ref;
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float m_alpha_ref;
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// Shader
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u16 m_shader_window_height;
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u8 m_shader_window_origin;
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u16 m_shader_window_pixel_centers;
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// Vertex Data
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u32 m_vertex_data_base_offset;
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u32 m_vertex_data_base_index;
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// Front face
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bool m_set_front_face;
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u32 m_front_face;
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// Frequency divider
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u32 m_set_frequency_divider_operation;
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u8 m_begin_end;
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bool m_read_buffer;
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std::set<u32> m_used_gcm_commands;
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protected:
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RSXThread()
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: ThreadBase("RSXThread")
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, m_ctrl(nullptr)
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, m_shader_ctrl(0x40)
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, m_flip_status(0)
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, m_flip_mode(CELL_GCM_DISPLAY_VSYNC)
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, m_debug_level(CELL_GCM_DEBUG_LEVEL0)
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, m_frequency_mode(CELL_GCM_DISPLAY_FREQUENCY_DISABLE)
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, m_main_mem_addr(0)
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, m_local_mem_addr(0)
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, m_draw_mode(0)
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, m_draw_array_count(0)
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, m_draw_array_first(~0)
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, m_gcm_current_buffer(0)
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, m_read_buffer(true)
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{
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m_flip_handler.set(0);
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m_vblank_handler.set(0);
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m_user_handler.set(0);
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m_set_depth_test = false;
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m_set_alpha_test = false;
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m_set_depth_bounds_test = false;
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m_set_blend = false;
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m_set_blend_mrt1 = false;
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m_set_blend_mrt2 = false;
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m_set_blend_mrt3 = false;
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m_set_logic_op = false;
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m_set_cull_face = false;
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m_set_dither = false;
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m_set_stencil_test = false;
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m_set_scissor_horizontal = false;
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m_set_scissor_vertical = false;
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m_set_line_smooth = false;
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m_set_poly_smooth = false;
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m_set_point_sprite_control = false;
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m_set_specular = false;
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m_set_two_sided_stencil_test_enable = false;
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m_set_two_side_light_enable = false;
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m_set_surface_clip_horizontal = false;
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m_set_surface_clip_vertical = false;
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m_set_poly_offset_fill = false;
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m_set_poly_offset_line = false;
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m_set_poly_offset_point = false;
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m_set_restart_index = false;
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m_set_line_stipple = false;
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m_set_polygon_stipple = false;
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// Default value
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// TODO: Check against the default value on PS3
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m_clear_color_r = 0;
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m_clear_color_g = 0;
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m_clear_color_b = 0;
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m_clear_color_a = 0;
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m_clear_z = 0xffffff;
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m_clear_s = 0;
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m_poly_offset_scale_factor = 0.0;
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m_poly_offset_bias = 0.0;
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m_restart_index = 0xffffffff;
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m_front_polygon_mode = 0x1b02; // GL_FILL
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m_back_polygon_mode = 0x1b02; // GL_FILL
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m_front_face = 0x0901; // GL_CCW
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m_cull_face = 0x0405; // GL_BACK
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m_alpha_func = 0x0207; // GL_ALWAYS
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m_alpha_ref = 0.0;
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m_logic_op = 0x1503; // GL_COPY
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m_shade_mode = 0x1D01; // GL_SMOOTH
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m_depth_mask = 1;
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m_depth_func = 0x0201; // GL_LESS
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m_depth_bounds_min = 0.0;
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m_depth_bounds_max = 1.0;
|
|
m_clip_min = 0.0;
|
|
m_clip_max = 1.0;
|
|
m_blend_equation_rgb = 0x8006; // GL_FUNC_ADD
|
|
m_blend_equation_alpha = 0x8006; // GL_FUNC_ADD
|
|
m_blend_sfactor_rgb = 1; // GL_ONE
|
|
m_blend_dfactor_rgb = 0; // GL_ZERO
|
|
m_blend_sfactor_alpha = 1; // GL_ONE
|
|
m_blend_dfactor_alpha = 0; // GL_ZERO
|
|
m_point_x = 0;
|
|
m_point_y = 0;
|
|
m_point_size = 1.0;
|
|
m_line_width = 1.0;
|
|
m_line_stipple_pattern = 0xffff;
|
|
m_line_stipple_factor = 1;
|
|
m_vertex_data_base_offset = 0;
|
|
m_vertex_data_base_index = 0;
|
|
|
|
// Construct Stipple Pattern
|
|
for (size_t i = 0; i < 32; i++)
|
|
{
|
|
m_polygon_stipple_pattern[i] = 0xFFFFFFFF;
|
|
}
|
|
|
|
// Construct Textures
|
|
for (int i = 0; i < 16; i++)
|
|
{
|
|
m_textures[i] = RSXTexture(i);
|
|
}
|
|
|
|
Reset();
|
|
}
|
|
|
|
virtual ~RSXThread() {}
|
|
|
|
void Reset()
|
|
{
|
|
m_set_dither = false;
|
|
m_set_color_mask = false;
|
|
m_set_clip = false;
|
|
m_set_depth_test = false;
|
|
m_set_depth_func = false;
|
|
m_set_depth_mask = false;
|
|
m_set_depth_bounds_test = false;
|
|
m_set_depth_bounds = false;
|
|
m_set_viewport_horizontal = false;
|
|
m_set_viewport_vertical = false;
|
|
m_set_scissor_horizontal = false;
|
|
m_set_scissor_vertical = false;
|
|
m_set_front_polygon_mode = false;
|
|
m_set_back_polygon_mode = false;
|
|
m_set_blend = false;
|
|
m_set_blend_mrt1 = false;
|
|
m_set_blend_mrt2 = false;
|
|
m_set_blend_mrt3 = false;
|
|
m_set_blend_sfactor = false;
|
|
m_set_blend_dfactor = false;
|
|
m_set_blend_equation = false;
|
|
m_set_blend_color = false;
|
|
m_set_stencil_test = false;
|
|
m_set_two_sided_stencil_test_enable = false;
|
|
m_set_two_side_light_enable = false;
|
|
m_set_stencil_mask = false;
|
|
m_set_stencil_func = false;
|
|
m_set_stencil_func_ref = false;
|
|
m_set_stencil_func_mask = false;
|
|
m_set_stencil_fail = false;
|
|
m_set_stencil_zfail = false;
|
|
m_set_stencil_zpass = false;
|
|
m_set_back_stencil_mask = false;
|
|
m_set_back_stencil_func = false;
|
|
m_set_back_stencil_func_ref = false;
|
|
m_set_back_stencil_func_mask = false;
|
|
m_set_back_stencil_fail = false;
|
|
m_set_back_stencil_zfail = false;
|
|
m_set_back_stencil_zpass = false;
|
|
m_set_point_sprite_control = false;
|
|
m_set_point_size = false;
|
|
m_set_line_width = false;
|
|
m_set_line_smooth = false;
|
|
m_set_shade_mode = false;
|
|
m_set_semaphore_offset = false;
|
|
m_set_fog_mode = false;
|
|
m_set_fog_params = false;
|
|
m_set_clip_plane = false;
|
|
m_set_context_dma_color_a = false;
|
|
m_set_context_dma_color_b = false;
|
|
m_set_context_dma_color_c = false;
|
|
m_set_context_dma_color_d = false;
|
|
m_set_context_dma_z = false;
|
|
m_set_cull_face = false;
|
|
m_set_front_face = false;
|
|
m_set_alpha_test = false;
|
|
m_set_alpha_func = false;
|
|
m_set_alpha_ref = false;
|
|
m_set_poly_smooth = false;
|
|
m_set_poly_offset_fill = false;
|
|
m_set_poly_offset_line = false;
|
|
m_set_poly_offset_point = false;
|
|
m_set_poly_offset_mode = false;
|
|
m_set_restart_index = false;
|
|
m_set_specular = false;
|
|
m_set_line_stipple = false;
|
|
m_set_polygon_stipple = false;
|
|
m_set_logic_op = false;
|
|
m_set_surface_format = false;
|
|
m_set_surface_clip_horizontal = false;
|
|
m_set_surface_clip_vertical = false;
|
|
|
|
m_clear_surface_mask = 0;
|
|
m_begin_end = 0;
|
|
|
|
for (uint i = 0; i < m_textures_count; ++i)
|
|
{
|
|
m_textures[i].Init();
|
|
}
|
|
}
|
|
|
|
void Begin(u32 draw_mode);
|
|
void End();
|
|
|
|
u32 OutOfArgsCount(const uint x, const u32 cmd, const u32 count, const u32 args_addr);
|
|
void DoCmd(const u32 fcmd, const u32 cmd, const u32 args_addr, const u32 count);
|
|
void NativeRescale(float width, float height);
|
|
|
|
virtual void OnInit() = 0;
|
|
virtual void OnInitThread() = 0;
|
|
virtual void OnExitThread() = 0;
|
|
virtual void OnReset() = 0;
|
|
virtual void ExecCMD() = 0;
|
|
virtual void Enable(u32 cmd, u32 enable) = 0;
|
|
virtual void ClearColor(u32 a, u32 r, u32 g, u32 b) = 0;
|
|
virtual void ClearStencil(u32 stencil) = 0;
|
|
virtual void ClearDepth(u32 depth) = 0;
|
|
virtual void ClearSurface(u32 mask) = 0;
|
|
virtual void ColorMask(bool a, bool r, bool g, bool b) = 0;
|
|
virtual void AlphaFunc(u32 func, float ref) = 0;
|
|
virtual void DepthFunc(u32 func) = 0;
|
|
virtual void DepthMask(u32 flag) = 0;
|
|
virtual void PolygonMode(u32 face, u32 mode) = 0;
|
|
virtual void PointSize(float size) = 0;
|
|
virtual void LogicOp(u32 opcdoe) = 0;
|
|
virtual void LineWidth(float width) = 0;
|
|
virtual void LineStipple(u16 factor, u16 pattern) = 0;
|
|
virtual void PrimitiveRestartIndex(u32 index) = 0;
|
|
virtual void CullFace(u32 mode) = 0;
|
|
virtual void FrontFace(u32 mode) = 0;
|
|
virtual void Fogi(u32 mode) = 0;
|
|
virtual void Fogf(float start, float end) = 0;
|
|
virtual void PolygonOffset(float factor, float bias) = 0;
|
|
virtual void DepthRangef(float min, float max) = 0;
|
|
virtual void BlendEquationSeparate(u16 rgb, u16 a) = 0;
|
|
virtual void BlendFuncSeparate(u16 srcRGB, u16 dstRGB, u16 srcAlpha, u16 dstAlpha) = 0;
|
|
virtual void BlendColor(u8 r, u8 g, u8 b, u8 a) = 0;
|
|
virtual void LightModeli(u32 enable) = 0;
|
|
virtual void ShadeModel(u32 mode) = 0;
|
|
virtual void DepthBoundsEXT(float min, float max) = 0;
|
|
virtual void Scissor(u16 x, u16 y, u16 width, u16 height) = 0;
|
|
virtual void Flip() = 0;
|
|
|
|
void LoadVertexData(u32 first, u32 count)
|
|
{
|
|
for (u32 i = 0; i < m_vertex_count; ++i)
|
|
{
|
|
if(!m_vertex_data[i].IsEnabled()) continue;
|
|
|
|
m_vertex_data[i].Load(first, count, m_vertex_data_base_offset, m_vertex_data_base_index);
|
|
}
|
|
}
|
|
|
|
virtual void Task();
|
|
|
|
public:
|
|
void Init(const u32 ioAddress, const u32 ioSize, const u32 ctrlAddress, const u32 localAddress);
|
|
|
|
u32 ReadIO32(u32 addr);
|
|
|
|
void WriteIO32(u32 addr, u32 value);
|
|
};
|