Some leftover work from unfinished DX9 Access EFB. In DSP HLE, 0x0004,7,b,c are almost done, all that's left to do is resample from 0x50 to _Size.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4313 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-09-24 13:52:45 +00:00
parent 750ad4fb5d
commit ebfceb16b9
3 changed files with 60 additions and 9 deletions

View file

@ -116,6 +116,32 @@ void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Siz
_Buffer[i] = (s32)PB.RatioInt;
}
// A piece of code from LLE so we can see how the wrap register affects the sound
// HORRIBLE UGLINESS, someone please fix.
// See http://code.google.com/p/dolphin-emu/source/detail?r=3125
inline u16 ToMask(u16 a)
{
a = a | (a >> 8);
a = a | (a >> 4);
a = a | (a >> 2);
return a | (a >> 1);
}
inline s16 AddValueToReg(s16 reg, s32 value)
{
s16 tmp = reg;
u16 tmb = ToMask(0x003f);
for(int i = 0; i < value; i++) {
if ((tmp & tmb) == tmb)
tmp ^= 0x003f;
else
tmp++;
}
return tmp;
}
void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
@ -139,24 +165,24 @@ void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Si
break;
}
// TODO: What about the 0x003f wrap register?
// TODO: Resample this!
WARN_LOG(DSPHLE, "Synthesizing the incomplete format 0x%04x", PB.Format);
//WARN_LOG(DSPHLE, "Not synthesizing un-REd format 0x%04x", PB.Format);
u64 ACC0 = PB.CurSampleFrac << 6;
ACC0 &= 0x3f0000;
ACC0 &= 0xffff003fffff;
address += (ACC0 >> 16);
ACC0 &= 0xffff;
address = AddValueToReg(address, ((ACC0 >> 16) & 0xffff));
ACC0 &= 0xffff0000ffff;
for(int i = 0; i < _Size; i++)
{
_Buffer[i] = m_MiscTable[address];
ACC0 += PB.RatioInt << 5;
address += ((ACC0 >> 16) & 0x003f);
address = AddValueToReg(address, ((ACC0 >> 16) & 0xffff));
ACC0 &= 0xffff;
ACC0 &= 0xffff0000ffff;
}
ACC0 = address << 16;

View file

@ -142,6 +142,7 @@ bool Renderer::Init()
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3D::dev->Clear(0, NULL, D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(255,255,255),1.0f,0);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
@ -465,7 +466,31 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
u32 z = 0;
// glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
float val = 0.0f;
LPDIRECT3DSURFACE9 pZBuffer = NULL;
if (D3D::dev->GetDepthStencilSurface(&pZBuffer) == D3DERR_NOTFOUND)
pZBuffer = NULL;
//D3DLOCKED_RECT drect;
//HRESULT hr;
if(!pZBuffer) {
PanicAlert("No Z-Buffer!");
return 0;
}
// TODO: Fix
//if((hr = pZBuffer->LockRect(0, &drect, NULL, NULL)) != D3D_OK)
// PanicAlert("IT WAS AS I THOUGHT, %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
// hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
//val = ((float *)drect.pBits)[0];
//pZBuffer->UnlockRect(0);
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
z = val * 0xFFFFFFFF;
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).

View file

@ -3213,7 +3213,7 @@ void 0919_Decoder0x6_Constant(AR0, AX0.L) {
void 091c_Decoder0x7_WaveTable(ACC0, AR0, AX0.L) {
// So AR2 is where it reads the data from, and it updates ACC0 to the final read address in the end
// Questions: What is IX2 used for? And how does the wrap register change the data access?
// Questions: How does the wrap register change the data access?
// 091c 0082 0100 lri $AR2, #0x0100
// 091e 008a 003f lri $WR2, #0x003f