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GPU: Implement TextureCopy-mode display transfers
Fixes glitchy garbage in Fire Emblem 3D scenes.
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@ -418,7 +418,7 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
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case CommandId::SET_DISPLAY_TRANSFER:
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{
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auto& params = command.image_copy;
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auto& params = command.display_transfer;
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.input_address)),
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Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.output_address)),
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@ -433,17 +433,22 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
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// TODO: Check if texture copies are implemented correctly..
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case CommandId::SET_TEXTURE_COPY:
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{
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auto& params = command.image_copy;
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.input_address)),
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auto& params = command.texture_copy;
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.input_address),
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Memory::VirtualToPhysicalAddress(params.in_buffer_address) >> 3);
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.output_address)),
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.output_address),
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Memory::VirtualToPhysicalAddress(params.out_buffer_address) >> 3);
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.input_size)), params.in_buffer_size);
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.output_size)), params.out_buffer_size);
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.flags)), params.flags);
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.texture_copy.size),
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params.size);
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.texture_copy.input_size),
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params.in_width_gap);
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.texture_copy.output_size),
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params.out_width_gap);
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.flags),
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params.flags);
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// TODO: Should this register be set to 1 or should instead its value be OR-ed with 1?
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WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(display_transfer_config.trigger)), 1);
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// NOTE: Actual GSP ORs 1 with current register instead of overwriting. Doesn't seem to matter.
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WriteGPURegister((u32)GPU_REG_INDEX(display_transfer_config.trigger), 1);
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break;
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}
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