1 /***************************************************************************
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2 texture.c - description
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4 begin : Sun Mar 08 2009
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5 copyright : (C) 1999-2009 by Pete Bernert
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6 web : www.pbernert.com
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7 ***************************************************************************/
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9 /***************************************************************************
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11 * This program is free software; you can redistribute it and/or modify *
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12 * it under the terms of the GNU General Public License as published by *
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13 * the Free Software Foundation; either version 2 of the License, or *
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14 * (at your option) any later version. See also the license.txt file for *
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15 * additional informations. *
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17 ***************************************************************************/
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19 //*************************************************************************//
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20 // History of changes:
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22 // 2009/03/08 - Pete
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23 // - generic cleanup for the Peops release
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25 //*************************************************************************//
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28 ////////////////////////////////////////////////////////////////////////////////////
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29 // Texture related functions are here !
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31 // The texture handling is heart and soul of this gpu. The plugin was developed
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32 // 1999, by this time no shaders were available. Since the psx gpu is making
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33 // heavy use of CLUT (="color lookup tables", aka palettized textures), it was
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34 // an interesting task to get those emulated at good speed on NV TNT cards
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35 // (which was my major goal when I created the first "gpuPeteTNT"). Later cards
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36 // (Geforce256) supported texture palettes by an OGL extension, but at some point
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37 // this support was dropped again by gfx card vendors.
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38 // Well, at least there is a certain advatage, if no texture palettes extension can
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39 // be used: it is possible to modify the textures in any way, allowing "hi-res"
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40 // textures and other tweaks.
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42 // My main texture caching is kinda complex: the plugin is allocating "n" 256x256 textures,
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43 // and it places small psx texture parts inside them. The plugin keeps track what
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44 // part (with what palette) it had placed in which texture, so it can re-use this
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45 // part again. The more ogl textures it can use, the better (of course the managing/
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46 // searching will be slower, but everything is faster than uploading textures again
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47 // and again to a gfx card). My first card (TNT1) had 16 MB Vram, and it worked
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48 // well with many games, but I recommend nowadays 64 MB Vram to get a good speed.
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50 // Sadly, there is also a second kind of texture cache needed, for "psx texture windows".
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51 // Those are "repeated" textures, so a psx "texture window" needs to be put in
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52 // a whole texture to use the GL_TEXTURE_WRAP_ features. This cache can get full very
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53 // fast in games which are having an heavy "texture window" usage, like RRT4. As an
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54 // alternative, this plugin can use the OGL "palette" extension on texture windows,
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55 // if available. Nowadays also a fragment shader can easily be used to emulate
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56 // texture wrapping in a texture atlas, so the main cache could hold the texture
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57 // windows as well (that's what I am doing in the OGL2 plugin). But currently the
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58 // OGL1 plugin is a "shader-free" zone, so heavy "texture window" games will cause
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59 // much texture uploads.
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61 // Some final advice: take care if you change things in here. I've removed my ASM
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62 // handlers (they didn't cause much speed gain anyway) for readability/portability,
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63 // but still the functions/data structures used here are easy to mess up. I guess it
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64 // can be a pain in the ass to port the plugin to another byte order :)
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66 ////////////////////////////////////////////////////////////////////////////////////
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70 #include "gpuStdafx.h"
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72 #include "gpuDraw.h"
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73 //#include "plugins.h"
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74 #include "gpuExternals.h"
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75 #include "gpuTexture.h"
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76 #include "gpuPlugin.h"
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77 #include "gpuPrim.h"
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79 #define CLUTCHK 0x00060000
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80 #define CLUTSHIFT 17
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82 ////////////////////////////////////////////////////////////////////////
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83 // texture conversion buffer ..
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84 ////////////////////////////////////////////////////////////////////////
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86 GLubyte ubPaletteBuffer[256][4];
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87 GLuint gTexMovieName=0;
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88 GLuint gTexBlurName=0;
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89 GLuint gTexFrameName=0;
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90 int iTexGarbageCollection=1;
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91 unsigned long dwTexPageComp=0;
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93 int iClampType=GL_CLAMP_TO_EDGE;
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94 int iFilter = GL_LINEAR;
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95 void (*LoadSubTexFn) (int,int,short,short);
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96 unsigned long (*PalTexturedColourFn) (unsigned long);
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98 ////////////////////////////////////////////////////////////////////////
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100 ////////////////////////////////////////////////////////////////////////
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102 #define PALCOL(x) PalTexturedColourFn (x)
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104 #define CSUBSIZE 2048
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105 #define CSUBSIZEA 8192
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106 #define CSUBSIZES 4096
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123 #define MAXWNDTEXCACHE 128
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125 #define XCHECK(pos1,pos2) ((pos1.c[0]>=pos2.c[1])&&(pos1.c[1]<=pos2.c[0])&&(pos1.c[2]>=pos2.c[3])&&(pos1.c[3]<=pos2.c[2]))
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126 #define INCHECK(pos2,pos1) ((pos1.c[0]<=pos2.c[0]) && (pos1.c[1]>=pos2.c[1]) && (pos1.c[2]<=pos2.c[2]) && (pos1.c[3]>=pos2.c[3]))
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128 ////////////////////////////////////////////////////////////////////////
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130 unsigned char * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache);
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131 void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);
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132 void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);
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133 void DefineSubTextureSort(void);
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135 ////////////////////////////////////////////////////////////////////////
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137 ////////////////////////////////////////////////////////////////////////
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139 long GlobalTexturePage;
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144 int iSortTexCnt=32;
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145 BOOL bUseFastMdec=FALSE;
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146 BOOL bUse15bitMdec=FALSE;
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147 int iFrameTexType=0;
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148 int iFrameReadType=0;
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150 unsigned long (*TCF[2]) (unsigned long);
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151 unsigned short (*PTCF[2]) (unsigned short);
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153 ////////////////////////////////////////////////////////////////////////
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154 // texture cache implementation
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155 ////////////////////////////////////////////////////////////////////////
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157 // "texture window" cache entry
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159 typedef struct textureWndCacheEntryTag
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161 unsigned long ClutID;
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168 } textureWndCacheEntry;
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170 // "standard texture" cache entry (12 byte per entry, as small as possible... we need lots of them)
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172 typedef struct textureSubCacheEntryTagS
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174 unsigned long ClutID;
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176 unsigned char posTX;
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177 unsigned char posTY;
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178 unsigned char cTexID;
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179 unsigned char Opaque;
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180 } textureSubCacheEntryS;
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183 //---------------------------------------------
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185 #define MAXTPAGES_MAX 64
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186 #define MAXSORTTEX_MAX 196
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188 //---------------------------------------------
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190 textureWndCacheEntry wcWndtexStore[MAXWNDTEXCACHE];
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191 textureSubCacheEntryS * pscSubtexStore[3][MAXTPAGES_MAX];
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192 EXLong * pxSsubtexLeft [MAXSORTTEX_MAX];
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193 GLuint uiStexturePage[MAXSORTTEX_MAX];
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195 unsigned short usLRUTexPage=0;
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199 int iTexWndLimit=MAXWNDTEXCACHE/2;
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201 GLubyte * texturepart=NULL;
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202 GLubyte * texturebuffer=NULL;
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203 unsigned long g_x1,g_y1,g_x2,g_y2;
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204 unsigned char ubOpaqueDraw=0;
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206 unsigned short MAXTPAGES = 32;
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207 unsigned short CLUTMASK = 0x7fff;
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208 unsigned short CLUTYMASK = 0x1ff;
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209 unsigned short MAXSORTTEX = 196;
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211 ////////////////////////////////////////////////////////////////////////
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212 // Texture color conversions... all my ASM funcs are removed for easier
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213 // porting... and honestly: nowadays the speed gain would be pointless
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214 ////////////////////////////////////////////////////////////////////////
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216 unsigned long XP8RGBA(unsigned long BGR)
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218 if(!(BGR&0xffff)) return 0x50000000;
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219 if(DrawSemiTrans && !(BGR&0x8000))
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220 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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221 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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224 unsigned long XP8RGBAEx(unsigned long BGR)
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226 if(!(BGR&0xffff)) return 0x03000000;
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227 if(DrawSemiTrans && !(BGR&0x8000))
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228 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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229 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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232 unsigned long CP8RGBA(unsigned long BGR)
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235 if(!(BGR&0xffff)) return 0x50000000;
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236 if(DrawSemiTrans && !(BGR&0x8000))
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237 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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238 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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239 if(l==0xffffff00) l=0xff000000;
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243 unsigned long CP8RGBAEx(unsigned long BGR)
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246 if(!(BGR&0xffff)) return 0x03000000;
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247 if(DrawSemiTrans && !(BGR&0x8000))
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248 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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249 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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250 if(l==0xffffff00) l=0xff000000;
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254 unsigned long XP8RGBA_0(unsigned long BGR)
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256 if(!(BGR&0xffff)) return 0x50000000;
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257 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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260 unsigned long XP8RGBAEx_0(unsigned long BGR)
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262 if(!(BGR&0xffff)) return 0x03000000;
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263 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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266 unsigned long XP8BGRA_0(unsigned long BGR)
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268 if(!(BGR&0xffff)) return 0x50000000;
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269 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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272 unsigned long XP8BGRAEx_0(unsigned long BGR)
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274 if(!(BGR&0xffff)) return 0x03000000;
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275 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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278 unsigned long CP8RGBA_0(unsigned long BGR)
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282 if(!(BGR&0xffff)) return 0x50000000;
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283 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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284 if(l==0xfff8f800) l=0xff000000;
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288 unsigned long CP8RGBAEx_0(unsigned long BGR)
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292 if(!(BGR&0xffff)) return 0x03000000;
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293 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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294 if(l==0xfff8f800) l=0xff000000;
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298 unsigned long CP8BGRA_0(unsigned long BGR)
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302 if(!(BGR&0xffff)) return 0x50000000;
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303 l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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304 if(l==0xff00f8f8) l=0xff000000;
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308 unsigned long CP8BGRAEx_0(unsigned long BGR)
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312 if(!(BGR&0xffff)) return 0x03000000;
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313 l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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314 if(l==0xff00f8f8) l=0xff000000;
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318 unsigned long XP8RGBA_1(unsigned long BGR)
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320 if(!(BGR&0xffff)) return 0x50000000;
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321 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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322 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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325 unsigned long XP8RGBAEx_1(unsigned long BGR)
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327 if(!(BGR&0xffff)) return 0x03000000;
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328 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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329 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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332 unsigned long XP8BGRA_1(unsigned long BGR)
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334 if(!(BGR&0xffff)) return 0x50000000;
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335 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
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336 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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339 unsigned long XP8BGRAEx_1(unsigned long BGR)
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341 if(!(BGR&0xffff)) return 0x03000000;
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342 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
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343 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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346 unsigned long P8RGBA(unsigned long BGR)
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348 if(!(BGR&0xffff)) return 0;
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349 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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352 unsigned long P8BGRA(unsigned long BGR)
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354 if(!(BGR&0xffff)) return 0;
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355 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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358 unsigned short XP5RGBA(unsigned short BGR)
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361 if(DrawSemiTrans && !(BGR&0x8000))
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362 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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363 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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366 unsigned short XP5RGBA_0 (unsigned short BGR)
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370 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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373 unsigned short CP5RGBA_0 (unsigned short BGR)
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379 s=((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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384 unsigned short XP5RGBA_1(unsigned short BGR)
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388 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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389 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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392 unsigned short P5RGBA(unsigned short BGR)
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395 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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398 unsigned short XP4RGBA(unsigned short BGR)
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401 if(DrawSemiTrans && !(BGR&0x8000))
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402 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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403 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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406 unsigned short XP4RGBA_0 (unsigned short BGR)
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409 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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412 unsigned short CP4RGBA_0 (unsigned short BGR)
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416 s=(((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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417 if(s==0x0fff) s=0x000f;
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421 unsigned short XP4RGBA_1(unsigned short BGR)
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425 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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426 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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429 unsigned short P4RGBA(unsigned short BGR)
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432 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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435 ////////////////////////////////////////////////////////////////////////
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436 // CHECK TEXTURE MEM (on plugin startup)
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437 ////////////////////////////////////////////////////////////////////////
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442 void CheckTextureMemory(void)
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444 GLboolean b;GLboolean * bDetail;
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445 int i,iCnt,iRam=iVRamSize*1024*1024;
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446 int iTSize;char * p;
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453 iRam-=(iResX*iResY*8);
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454 iRam-=(iResX*iResY*(iZBufferDepth/8));
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457 iSortTexCnt=iRam/(256*256*ts);
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459 if(iSortTexCnt>MAXSORTTEX)
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461 iSortTexCnt=MAXSORTTEX-min(1,0);
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465 iSortTexCnt-=3+min(1,0);
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466 if(iSortTexCnt<8) iSortTexCnt=8;
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469 for(i=0;i<MAXSORTTEX;i++)
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470 uiStexturePage[i]=0;
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477 p=(char *)malloc(iTSize*iTSize*4);
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480 glGenTextures(MAXSORTTEX,uiStexturePage);
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481 for(i=0;i<MAXSORTTEX;i++)
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483 glBindTexture(GL_TEXTURE_2D,uiStexturePage[i]);
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484 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
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485 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
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486 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
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487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
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488 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iTSize, iTSize, 0,GL_RGBA, GL_UNSIGNED_BYTE, p);
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490 glBindTexture(GL_TEXTURE_2D,0);
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494 bDetail=(GLboolean*)malloc(MAXSORTTEX*sizeof(GLboolean));
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495 memset(bDetail,0,MAXSORTTEX*sizeof(GLboolean));
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497 glDeleteTextures(MAXSORTTEX,uiStexturePage);
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499 for(i=0;i<MAXSORTTEX;i++)
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501 if(bDetail[i]) iCnt++;
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502 uiStexturePage[i]=0;
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507 if(b) iSortTexCnt=MAXSORTTEX-min(1,0);
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508 else iSortTexCnt=iCnt-3+min(1,0); // place for menu&texwnd
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510 if(iSortTexCnt<8) iSortTexCnt=8;
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513 ////////////////////////////////////////////////////////////////////////
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514 // Main init of textures
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515 ////////////////////////////////////////////////////////////////////////
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517 void InitializeTextureStore()
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521 if(iGPUHeight==1024)
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527 iTexGarbageCollection=0;
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537 memset(vertex,0,4*sizeof(OGLVertex)); // init vertices
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539 gTexName=0; // init main tex name
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541 iTexWndLimit=MAXWNDTEXCACHE;
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542 /* if(!iUsePalTextures) */iTexWndLimit/=2;
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544 memset(wcWndtexStore,0,sizeof(textureWndCacheEntry)*
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546 texturepart=(GLubyte *)malloc(256*256*4);
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547 memset(texturepart,0,256*256*4);
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548 texturebuffer=NULL;
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550 for(i=0;i<3;i++) // -> info for 32*3
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551 for(j=0;j<MAXTPAGES;j++)
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553 pscSubtexStore[i][j]=(textureSubCacheEntryS *)malloc(CSUBSIZES*sizeof(textureSubCacheEntryS));
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554 memset(pscSubtexStore[i][j],0,CSUBSIZES*sizeof(textureSubCacheEntryS));
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556 for(i=0;i<MAXSORTTEX;i++) // -> info 0..511
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558 pxSsubtexLeft[i]=(EXLong *)malloc(CSUBSIZE*sizeof(EXLong));
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559 memset(pxSsubtexLeft[i],0,CSUBSIZE*sizeof(EXLong));
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560 uiStexturePage[i]=0;
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564 ////////////////////////////////////////////////////////////////////////
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565 // Clean up on exit
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566 ////////////////////////////////////////////////////////////////////////
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568 void CleanupTextureStore()
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570 int i,j;textureWndCacheEntry * tsx;
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571 //----------------------------------------------------//
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572 glBindTexture(GL_TEXTURE_2D,0);
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573 //----------------------------------------------------//
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574 free(texturepart); // free tex part
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578 free(texturebuffer);
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581 //----------------------------------------------------//
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582 tsx=wcWndtexStore; // loop tex window cache
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583 for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
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585 if(tsx->texname) // -> some tex?
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586 glDeleteTextures(1,&tsx->texname); // --> delete it
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588 iMaxTexWnds=0; // no more tex wnds
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589 //----------------------------------------------------//
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590 if(gTexMovieName!=0) // some movie tex?
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591 glDeleteTextures(1, &gTexMovieName); // -> delete it
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592 gTexMovieName=0; // no more movie tex
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593 //----------------------------------------------------//
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594 if(gTexFrameName!=0) // some 15bit framebuffer tex?
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595 glDeleteTextures(1, &gTexFrameName); // -> delete it
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596 gTexFrameName=0; // no more movie tex
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597 //----------------------------------------------------//
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598 if(gTexBlurName!=0) // some 15bit framebuffer tex?
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599 glDeleteTextures(1, &gTexBlurName); // -> delete it
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600 gTexBlurName=0; // no more movie tex
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601 //----------------------------------------------------//
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602 for(i=0;i<3;i++) // -> loop
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603 for(j=0;j<MAXTPAGES;j++) // loop tex pages
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605 free(pscSubtexStore[i][j]); // -> clean mem
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607 for(i=0;i<MAXSORTTEX;i++)
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609 if(uiStexturePage[i]) // --> tex used ?
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611 glDeleteTextures(1,&uiStexturePage[i]);
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612 uiStexturePage[i]=0; // --> delete it
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614 free(pxSsubtexLeft[i]); // -> clean mem
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616 //----------------------------------------------------//
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619 ////////////////////////////////////////////////////////////////////////
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620 // Reset textures in game...
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621 ////////////////////////////////////////////////////////////////////////
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623 void ResetTextureArea(BOOL bDelTex)
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625 int i,j;textureSubCacheEntryS * tss;EXLong * lu;
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626 textureWndCacheEntry * tsx;
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627 //----------------------------------------------------//
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631 //----------------------------------------------------//
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632 if(bDelTex) {glBindTexture(GL_TEXTURE_2D,0);gTexName=0;}
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633 //----------------------------------------------------//
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635 for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
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638 if(bDelTex && tsx->texname)
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640 glDeleteTextures(1,&tsx->texname);
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645 //----------------------------------------------------//
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648 for(j=0;j<MAXTPAGES;j++)
\r
650 tss=pscSubtexStore[i][j];
\r
651 (tss+SOFFA)->pos.l=0;
\r
652 (tss+SOFFB)->pos.l=0;
\r
653 (tss+SOFFC)->pos.l=0;
\r
654 (tss+SOFFD)->pos.l=0;
\r
657 for(i=0;i<iSortTexCnt;i++)
\r
659 lu=pxSsubtexLeft[i];
\r
661 if(bDelTex && uiStexturePage[i])
\r
662 {glDeleteTextures(1,&uiStexturePage[i]);uiStexturePage[i]=0;}
\r
667 ////////////////////////////////////////////////////////////////////////
\r
668 // Invalidate tex windows
\r
669 ////////////////////////////////////////////////////////////////////////
\r
671 void InvalidateWndTextureArea(long X,long Y,long W, long H)
\r
673 int i,px1,px2,py1,py2,iYM=1;
\r
674 textureWndCacheEntry * tsw=wcWndtexStore;
\r
678 if(X<0) X=0;if(X>1023) X=1023;
\r
679 if(W<0) W=0;if(W>1023) W=1023;
\r
680 if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
\r
681 if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
\r
684 if(iGPUHeight==1024) iYM=3;
\r
687 py2=min(iYM,H>>8); // y: 0 or 1
\r
690 px2=min(15,(W>>6));
\r
694 py1=py1<<4;px1+=py1;px2+=py1; // change to 0-31
\r
695 for(i=0;i<iMaxTexWnds;i++,tsw++)
\r
699 if(tsw->pageid>=px1 && tsw->pageid<=px2)
\r
708 py1=px1+16;py2=px2+16;
\r
709 for(i=0;i<iMaxTexWnds;i++,tsw++)
\r
713 if((tsw->pageid>=px1 && tsw->pageid<=px2) ||
\r
714 (tsw->pageid>=py1 && tsw->pageid<=py2))
\r
722 // adjust tex window count
\r
723 tsw=wcWndtexStore+iMaxTexWnds-1;
\r
724 while(iMaxTexWnds && !tsw->used) {iMaxTexWnds--;tsw--;}
\r
729 ////////////////////////////////////////////////////////////////////////
\r
730 // same for sort textures
\r
731 ////////////////////////////////////////////////////////////////////////
\r
733 void MarkFree(textureSubCacheEntryS * tsx)
\r
735 EXLong * ul, * uls;
\r
736 int j,iMax;unsigned char x1,y1,dx,dy;
\r
738 uls=pxSsubtexLeft[tsx->cTexID];
\r
739 iMax=uls->l;ul=uls+1;
\r
743 for(j=0;j<iMax;j++,ul++)
\r
744 if(ul->l==0xffffffff) break;
\r
748 if(j==iMax) uls->l=uls->l+1;
\r
750 x1=tsx->posTX;dx=tsx->pos.c[2]-tsx->pos.c[3];
\r
751 if(tsx->posTX) {x1--;dx+=3;}
\r
752 y1=tsx->posTY;dy=tsx->pos.c[0]-tsx->pos.c[1];
\r
753 if(tsx->posTY) {y1--;dy+=3;}
\r
762 void InvalidateSubSTextureArea(long X,long Y,long W, long H)
\r
764 int i,j,k,iMax,px,py,px1,px2,py1,py2,iYM=1;
\r
765 EXLong npos;textureSubCacheEntryS * tsb;
\r
766 long x1,x2,y1,y2,xa,sw;
\r
770 if(X<0) X=0;if(X>1023) X=1023;
\r
771 if(W<0) W=0;if(W>1023) W=1023;
\r
772 if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
\r
773 if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
\r
776 if(iGPUHeight==1024) iYM=3;
\r
779 py2=min(iYM,H>>8); // y: 0 or 1
\r
780 px1=max(0,(X>>6)-3);
\r
781 px2=min(15,(W>>6)+3); // x: 0-15
\r
783 for(py=py1;py<=py2;py++)
\r
785 j=(py<<4)+px1; // get page
\r
787 y1=py*256;y2=y1+255;
\r
794 if(y2<y1) {sw=y1;y1=y2;y2=sw;}
\r
798 for(px=px1;px<=px2;px++,j++)
\r
809 if(x2<x1) {sw=x1;x1=x2;x2=sw;}
\r
811 if (dwGPUVersion == 2)
\r
814 npos.l=((x1-xa)<<(26-k))|((x2-xa)<<(18-k))|y1|y2;
\r
817 tsb=pscSubtexStore[k][j]+SOFFA;iMax=tsb->pos.l;tsb++;
\r
818 for(i=0;i<iMax;i++,tsb++)
\r
819 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
821 // if(npos.l & 0x00800000)
\r
823 tsb=pscSubtexStore[k][j]+SOFFB;iMax=tsb->pos.l;tsb++;
\r
824 for(i=0;i<iMax;i++,tsb++)
\r
825 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
828 // if(npos.l & 0x00000080)
\r
830 tsb=pscSubtexStore[k][j]+SOFFC;iMax=tsb->pos.l;tsb++;
\r
831 for(i=0;i<iMax;i++,tsb++)
\r
832 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
835 // if(npos.l & 0x00800080)
\r
837 tsb=pscSubtexStore[k][j]+SOFFD;iMax=tsb->pos.l;tsb++;
\r
838 for(i=0;i<iMax;i++,tsb++)
\r
839 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
847 ////////////////////////////////////////////////////////////////////////
\r
848 // Invalidate some parts of cache: main routine
\r
849 ////////////////////////////////////////////////////////////////////////
\r
851 void InvalidateTextureAreaEx(void)
\r
853 short W=sxmax-sxmin;
\r
854 short H=symax-symin;
\r
856 if(W==0 && H==0) return;
\r
859 InvalidateWndTextureArea(sxmin,symin,W,H);
\r
861 InvalidateSubSTextureArea(sxmin,symin,W,H);
\r
864 ////////////////////////////////////////////////////////////////////////
\r
866 void InvalidateTextureArea(long X,long Y,long W, long H)
\r
868 if(W==0 && H==0) return;
\r
870 if(iMaxTexWnds) InvalidateWndTextureArea(X,Y,W,H);
\r
872 InvalidateSubSTextureArea(X,Y,W,H);
\r
876 ////////////////////////////////////////////////////////////////////////
\r
877 // tex window: define
\r
878 ////////////////////////////////////////////////////////////////////////
\r
880 void DefineTextureWnd(void)
\r
883 glGenTextures(1, &gTexName);
\r
885 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
887 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
888 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
891 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
892 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
895 glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
\r
898 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
901 ////////////////////////////////////////////////////////////////////////
\r
902 // tex window: load packed stretch
\r
903 ////////////////////////////////////////////////////////////////////////
\r
905 void LoadStretchPackedWndTexturePage(int pageid, int mode, short cx, short cy)
\r
907 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
\r
908 unsigned int palstart;
\r
909 unsigned short *px,*pa,*ta;
\r
910 unsigned char *cSRCPtr,*cOSRCPtr;
\r
911 unsigned short *wSRCPtr,*wOSRCPtr;
\r
912 unsigned long LineOffset;unsigned short s;
\r
913 int pmult=pageid/16;
\r
914 unsigned short (*LPTCOL)(unsigned short);
\r
916 LPTCOL=PTCF[DrawSemiTrans];
\r
918 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
919 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
921 pa=px=(unsigned short *)ubPaletteBuffer;
\r
922 ta=(unsigned short *)texturepart;
\r
923 palstart=cx+(cy*1024);
\r
929 //--------------------------------------------------//
\r
930 // 4bit texture load ..
\r
934 unsigned int TXV,TXU,n_xi,n_yi;
\r
936 wSRCPtr=psxVuw+palstart;
\r
937 for(row=0;row<16;row++)
\r
938 *px++=LPTCOL(*wSRCPtr++);
\r
941 for(TXV=g_y1;TXV<=column;TXV++)
\r
944 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
946 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
947 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
949 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
952 if(ldx) {*ta++=s;ldx--;}
\r
957 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
958 *ta++=*(ta-(g_x2-g_x1));
\r
962 DefineTextureWnd();
\r
968 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
970 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
972 wSRCPtr=psxVuw+palstart;
\r
973 for(row=0;row<16;row++)
\r
974 *px++=LPTCOL(*wSRCPtr++);
\r
976 sxm=g_x1&1;sxh=g_x1>>1;
\r
977 if(sxm) j=g_x1+1; else j=g_x1;
\r
978 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
979 for(column=g_y1;column<=g_y2;column++)
\r
981 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
982 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
984 for(row=j;row<=g_x2-ldxo;row++)
\r
986 s=*(pa+(*cSRCPtr & 0xF));
\r
988 if(ldx) {*ta++=s;ldx--;}
\r
990 if(row<=g_x2-ldxo)
\r
992 s=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
994 if(ldx) {*ta++=s;ldx--;}
\r
999 if(ldy && column&1)
\r
1000 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1001 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1004 DefineTextureWnd();
\r
1006 //--------------------------------------------------//
\r
1007 // 8bit texture load ..
\r
1011 unsigned int TXV,TXU,n_xi,n_yi;
\r
1013 wSRCPtr=psxVuw+palstart;
\r
1014 for(row=0;row<256;row++)
\r
1015 *px++=LPTCOL(*wSRCPtr++);
\r
1018 for(TXV=g_y1;TXV<=column;TXV++)
\r
1021 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1023 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1024 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1026 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1029 if(ldx) {*ta++=s;ldx--;}
\r
1034 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1035 *ta++=*(ta-(g_x2-g_x1));
\r
1040 DefineTextureWnd();
\r
1045 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1047 // not using a lookup table here... speeds up smaller texture areas
\r
1048 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1049 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1051 for(column=g_y1;column<=g_y2;column++)
\r
1053 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1054 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1056 s=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1058 if(ldx) {*ta++=s;ldx--;}
\r
1060 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1061 else cSRCPtr+=LineOffset;
\r
1064 DefineTextureWnd();
\r
1066 //--------------------------------------------------//
\r
1067 // 16bit texture load ..
\r
1069 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1070 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1071 LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
\r
1073 for(column=g_y1;column<=g_y2;column++)
\r
1075 wOSRCPtr=wSRCPtr;ldx=ldxo;
\r
1076 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1078 s=LPTCOL(*wSRCPtr++);
\r
1080 if(ldx) {*ta++=s;ldx--;}
\r
1082 if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
\r
1083 else wSRCPtr+=LineOffset;
\r
1086 DefineTextureWnd();
\r
1088 //--------------------------------------------------//
\r
1089 // others are not possible !
\r
1093 ////////////////////////////////////////////////////////////////////////
\r
1094 // tex window: load stretched
\r
1095 ////////////////////////////////////////////////////////////////////////
\r
1097 void LoadStretchWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1099 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo,s;
\r
1100 unsigned int palstart;
\r
1101 unsigned long *px,*pa,*ta;
\r
1102 unsigned char *cSRCPtr,*cOSRCPtr;
\r
1103 unsigned short *wSRCPtr,*wOSRCPtr;
\r
1104 unsigned long LineOffset;
\r
1105 int pmult=pageid/16;
\r
1106 unsigned long (*LTCOL)(unsigned long);
\r
1108 LTCOL=TCF[DrawSemiTrans];
\r
1110 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
1111 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
1113 pa=px=(unsigned long *)ubPaletteBuffer;
\r
1114 ta=(unsigned long *)texturepart;
\r
1115 palstart=cx+(cy*1024);
\r
1121 //--------------------------------------------------//
\r
1122 // 4bit texture load ..
\r
1124 //------------------- ZN STUFF
\r
1128 unsigned int TXV,TXU,n_xi,n_yi;
\r
1130 wSRCPtr=psxVuw+palstart;
\r
1134 *px =LTCOL(*wSRCPtr);
\r
1135 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1136 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1137 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1138 row--;px+=4;wSRCPtr+=4;
\r
1143 for(TXV=g_y1;TXV<=column;TXV++)
\r
1146 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1148 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1149 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1151 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1154 if(ldx) {*ta++=s;ldx--;}
\r
1159 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1160 *ta++=*(ta-(g_x2-g_x1));
\r
1164 DefineTextureWnd();
\r
1169 //-------------------
\r
1171 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1172 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1174 wSRCPtr=psxVuw+palstart;
\r
1175 for(row=0;row<16;row++)
\r
1176 *px++=LTCOL(*wSRCPtr++);
\r
1178 sxm=g_x1&1;sxh=g_x1>>1;
\r
1179 if(sxm) j=g_x1+1; else j=g_x1;
\r
1180 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1181 for(column=g_y1;column<=g_y2;column++)
\r
1183 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1184 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1186 for(row=j;row<=g_x2-ldxo;row++)
\r
1188 s=*(pa+(*cSRCPtr & 0xF));
\r
1190 if(ldx) {*ta++=s;ldx--;}
\r
1192 if(row<=g_x2-ldxo)
\r
1194 s=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1196 if(ldx) {*ta++=s;ldx--;}
\r
1200 if(ldy && column&1)
\r
1201 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1202 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1205 DefineTextureWnd();
\r
1207 //--------------------------------------------------//
\r
1208 // 8bit texture load ..
\r
1210 //------------ ZN STUFF
\r
1213 unsigned int TXV,TXU,n_xi,n_yi;
\r
1215 wSRCPtr=psxVuw+palstart;
\r
1219 *px =LTCOL(*wSRCPtr);
\r
1220 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1221 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1222 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1223 row--;px+=4;wSRCPtr+=4;
\r
1228 for(TXV=g_y1;TXV<=column;TXV++)
\r
1231 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1233 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1234 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1236 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1238 if(ldx) {*ta++=s;ldx--;}
\r
1243 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1244 *ta++=*(ta-(g_x2-g_x1));
\r
1249 DefineTextureWnd();
\r
1255 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1257 // not using a lookup table here... speeds up smaller texture areas
\r
1258 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1259 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1261 for(column=g_y1;column<=g_y2;column++)
\r
1263 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1264 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1266 s=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1268 if(ldx) {*ta++=s;ldx--;}
\r
1270 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1271 else cSRCPtr+=LineOffset;
\r
1274 DefineTextureWnd();
\r
1276 //--------------------------------------------------//
\r
1277 // 16bit texture load ..
\r
1279 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1281 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1282 LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
\r
1284 for(column=g_y1;column<=g_y2;column++)
\r
1286 wOSRCPtr=wSRCPtr;ldx=ldxo;
\r
1287 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1289 s=LTCOL(*wSRCPtr++);
\r
1291 if(ldx) {*ta++=s;ldx--;}
\r
1293 if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
\r
1294 else wSRCPtr+=LineOffset;
\r
1297 DefineTextureWnd();
\r
1299 //--------------------------------------------------//
\r
1300 // others are not possible !
\r
1304 ////////////////////////////////////////////////////////////////////////
\r
1305 // tex window: load packed simple
\r
1306 ////////////////////////////////////////////////////////////////////////
\r
1308 void LoadPackedWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1310 unsigned long start,row,column,j,sxh,sxm;
\r
1311 unsigned int palstart;
\r
1312 unsigned short *px,*pa,*ta;
\r
1313 unsigned char *cSRCPtr;
\r
1314 unsigned short *wSRCPtr;
\r
1315 unsigned long LineOffset;
\r
1316 int pmult=pageid/16;
\r
1317 unsigned short (*LPTCOL)(unsigned short);
\r
1319 LPTCOL=PTCF[DrawSemiTrans];
\r
1321 pa=px=(unsigned short *)ubPaletteBuffer;
\r
1322 ta=(unsigned short *)texturepart;
\r
1323 palstart=cx+(cy*1024);
\r
1329 //--------------------------------------------------//
\r
1330 // 4bit texture load ..
\r
1334 unsigned int TXV,TXU,n_xi,n_yi;
\r
1336 wSRCPtr=psxVuw+palstart;
\r
1337 for(row=0;row<16;row++)
\r
1338 *px++=LPTCOL(*wSRCPtr++);
\r
1340 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1342 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1344 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1345 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1347 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1351 DefineTextureWnd();
\r
1356 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1358 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1360 wSRCPtr=psxVuw+palstart;
\r
1361 for(row=0;row<16;row++)
\r
1362 *px++=LPTCOL(*wSRCPtr++);
\r
1364 sxm=g_x1&1;sxh=g_x1>>1;
\r
1365 if(sxm) j=g_x1+1; else j=g_x1;
\r
1366 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1367 for(column=g_y1;column<=g_y2;column++)
\r
1369 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1371 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1373 for(row=j;row<=g_x2;row++)
\r
1375 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
1376 if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1381 DefineTextureWnd();
\r
1383 //--------------------------------------------------//
\r
1384 // 8bit texture load ..
\r
1388 unsigned int TXV,TXU,n_xi,n_yi;
\r
1390 wSRCPtr=psxVuw+palstart;
\r
1391 for(row=0;row<256;row++)
\r
1392 *px++=LPTCOL(*wSRCPtr++);
\r
1394 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1396 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1398 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1399 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1401 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1405 DefineTextureWnd();
\r
1410 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1412 // not using a lookup table here... speeds up smaller texture areas
\r
1413 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1414 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1416 for(column=g_y1;column<=g_y2;column++)
\r
1418 for(row=g_x1;row<=g_x2;row++)
\r
1419 *ta++=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1420 cSRCPtr+=LineOffset;
\r
1423 DefineTextureWnd();
\r
1425 //--------------------------------------------------//
\r
1426 // 16bit texture load ..
\r
1428 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1429 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1430 LineOffset = 1024 - (g_x2-g_x1+1);
\r
1432 for(column=g_y1;column<=g_y2;column++)
\r
1434 for(row=g_x1;row<=g_x2;row++)
\r
1435 *ta++=LPTCOL(*wSRCPtr++);
\r
1436 wSRCPtr+=LineOffset;
\r
1439 DefineTextureWnd();
\r
1441 //--------------------------------------------------//
\r
1442 // others are not possible !
\r
1446 ////////////////////////////////////////////////////////////////////////
\r
1447 // tex window: load simple
\r
1448 ////////////////////////////////////////////////////////////////////////
\r
1450 void LoadWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1452 unsigned long start,row,column,j,sxh,sxm;
\r
1453 unsigned int palstart;
\r
1454 unsigned long *px,*pa,*ta;
\r
1455 unsigned char *cSRCPtr;
\r
1456 unsigned short *wSRCPtr;
\r
1457 unsigned long LineOffset;
\r
1458 int pmult=pageid/16;
\r
1459 unsigned long (*LTCOL)(unsigned long);
\r
1461 LTCOL=TCF[DrawSemiTrans];
\r
1463 pa=px=(unsigned long *)ubPaletteBuffer;
\r
1464 ta=(unsigned long *)texturepart;
\r
1465 palstart=cx+(cy*1024);
\r
1471 //--------------------------------------------------//
\r
1472 // 4bit texture load ..
\r
1476 unsigned int TXV,TXU,n_xi,n_yi;
\r
1478 wSRCPtr=psxVuw+palstart;
\r
1482 *px =LTCOL(*wSRCPtr);
\r
1483 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1484 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1485 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1486 row--;px+=4;wSRCPtr+=4;
\r
1490 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1492 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1494 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1495 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1497 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1501 DefineTextureWnd();
\r
1506 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1508 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1510 wSRCPtr=psxVuw+palstart;
\r
1511 for(row=0;row<16;row++)
\r
1512 *px++=LTCOL(*wSRCPtr++);
\r
1514 sxm=g_x1&1;sxh=g_x1>>1;
\r
1515 if(sxm) j=g_x1+1; else j=g_x1;
\r
1516 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1517 for(column=g_y1;column<=g_y2;column++)
\r
1519 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1521 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1523 for(row=j;row<=g_x2;row++)
\r
1525 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
1526 if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1531 DefineTextureWnd();
\r
1533 //--------------------------------------------------//
\r
1534 // 8bit texture load ..
\r
1538 unsigned int TXV,TXU,n_xi,n_yi;
\r
1540 wSRCPtr=psxVuw+palstart;
\r
1544 *px =LTCOL(*wSRCPtr);
\r
1545 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1546 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1547 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1548 row--;px+=4;wSRCPtr+=4;
\r
1552 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1554 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1556 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1557 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1559 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1563 DefineTextureWnd();
\r
1568 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1570 // not using a lookup table here... speeds up smaller texture areas
\r
1571 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1572 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1574 for(column=g_y1;column<=g_y2;column++)
\r
1576 for(row=g_x1;row<=g_x2;row++)
\r
1577 *ta++=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1578 cSRCPtr+=LineOffset;
\r
1581 DefineTextureWnd();
\r
1583 //--------------------------------------------------//
\r
1584 // 16bit texture load ..
\r
1586 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1588 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1589 LineOffset = 1024 - (g_x2-g_x1+1);
\r
1591 for(column=g_y1;column<=g_y2;column++)
\r
1593 for(row=g_x1;row<=g_x2;row++)
\r
1594 *ta++=LTCOL(*wSRCPtr++);
\r
1595 wSRCPtr+=LineOffset;
\r
1598 DefineTextureWnd();
\r
1600 //--------------------------------------------------//
\r
1601 // others are not possible !
\r
1605 ////////////////////////////////////////////////////////////////////////
\r
1606 ////////////////////////////////////////////////////////////////////////
\r
1607 ////////////////////////////////////////////////////////////////////////
\r
1608 ////////////////////////////////////////////////////////////////////////
\r
1610 void UploadTexWndPal(int mode,short cx,short cy)
\r
1612 unsigned int i,iSize;
\r
1613 unsigned short * wSrcPtr;
\r
1614 unsigned long * ta=(unsigned long *)texturepart;
\r
1616 wSrcPtr=psxVuw+cx+(cy*1024);
\r
1617 if(mode==0) i=4; else i=64;
\r
1623 *ta =PALCOL(*wSrcPtr);
\r
1624 *(ta+1)=PALCOL(*(wSrcPtr+1));
\r
1625 *(ta+2)=PALCOL(*(wSrcPtr+2));
\r
1626 *(ta+3)=PALCOL(*(wSrcPtr+3));
\r
1627 ta+=4;wSrcPtr+=4;i--;
\r
1631 /* (*glColorTableEXTEx)(GL_TEXTURE_2D,GL_RGBA8,iSize,
\r
1632 GL_RGBA,GL_UNSIGNED_BYTE,texturepart);
\r
1635 ////////////////////////////////////////////////////////////////////////
\r
1637 void DefinePalTextureWnd(void)
\r
1640 glGenTextures(1, &gTexName);
\r
1642 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1644 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
1645 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
1648 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1649 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1652 glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
\r
1653 TWin.Position.x1,
\r
1654 TWin.Position.y1,
\r
1655 0, GL_RGBA, GL_UNSIGNED_BYTE,texturepart);
\r
1658 ///////////////////////////////////////////////////////
\r
1660 void LoadPalWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1662 unsigned long start,row,column,j,sxh,sxm;
\r
1663 unsigned char *ta;
\r
1664 unsigned char *cSRCPtr;
\r
1665 unsigned long LineOffset;
\r
1666 int pmult=pageid/16;
\r
1668 ta=(unsigned char *)texturepart;
\r
1672 //--------------------------------------------------//
\r
1673 // 4bit texture load ..
\r
1675 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1677 sxm=g_x1&1;sxh=g_x1>>1;
\r
1678 if(sxm) j=g_x1+1; else j=g_x1;
\r
1679 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1680 for(column=g_y1;column<=g_y2;column++)
\r
1682 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1684 if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
\r
1686 for(row=j;row<=g_x2;row++)
\r
1688 *ta++=(*cSRCPtr & 0xF); row++;
\r
1689 if(row<=g_x2) *ta++=((*cSRCPtr >> 4) & 0xF);
\r
1694 DefinePalTextureWnd();
\r
1696 //--------------------------------------------------//
\r
1697 // 8bit texture load ..
\r
1699 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1701 // not using a lookup table here... speeds up smaller texture areas
\r
1702 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1703 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1705 for(column=g_y1;column<=g_y2;column++)
\r
1707 for(row=g_x1;row<=g_x2;row++)
\r
1709 cSRCPtr+=LineOffset;
\r
1712 DefinePalTextureWnd();
\r
1715 UploadTexWndPal(mode,cx,cy);
\r
1718 ////////////////////////////////////////////////////////////////////////
\r
1720 void LoadStretchPalWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1722 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
\r
1723 unsigned char *ta,s;
\r
1724 unsigned char *cSRCPtr,*cOSRCPtr;
\r
1725 unsigned long LineOffset;
\r
1726 int pmult=pageid/16;
\r
1728 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
1729 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
1731 ta=(unsigned char *)texturepart;
\r
1735 //--------------------------------------------------//
\r
1736 // 4bit texture load ..
\r
1738 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1740 sxm=g_x1&1;sxh=g_x1>>1;
\r
1741 if(sxm) j=g_x1+1; else j=g_x1;
\r
1742 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1743 for(column=g_y1;column<=g_y2;column++)
\r
1745 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1746 if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
\r
1748 for(row=j;row<=g_x2-ldxo;row++)
\r
1750 s=(*cSRCPtr & 0xF);
\r
1752 if(ldx) {*ta++=s;ldx--;}
\r
1754 if(row<=g_x2-ldxo)
\r
1756 s=((*cSRCPtr >> 4) & 0xF);
\r
1758 if(ldx) {*ta++=s;ldx--;}
\r
1762 if(ldy && column&1)
\r
1763 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1764 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1767 DefinePalTextureWnd();
\r
1769 //--------------------------------------------------//
\r
1770 // 8bit texture load ..
\r
1772 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1774 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1775 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1777 for(column=g_y1;column<=g_y2;column++)
\r
1779 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1780 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1784 if(ldx) {*ta++=s;ldx--;}
\r
1786 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1787 else cSRCPtr+=LineOffset;
\r
1790 DefinePalTextureWnd();
\r
1793 UploadTexWndPal(mode,cx,cy);
\r
1796 ////////////////////////////////////////////////////////////////////////
\r
1797 // tex window: main selecting, cache handler included
\r
1798 ////////////////////////////////////////////////////////////////////////
\r
1800 GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId)
\r
1802 textureWndCacheEntry * ts, * tsx=NULL;
\r
1803 int i;short cx,cy;
\r
1806 npos.c[3]=TWin.Position.x0;
\r
1807 npos.c[2]=TWin.OPosition.x1;
\r
1808 npos.c[1]=TWin.Position.y0;
\r
1809 npos.c[0]=TWin.OPosition.y1;
\r
1811 g_x1=TWin.Position.x0;g_x2=g_x1+TWin.Position.x1-1;
\r
1812 g_y1=TWin.Position.y0;g_y2=g_y1+TWin.Position.y1-1;
\r
1814 if(TextureMode==2) {GivenClutId=0;cx=cy=0;}
\r
1817 cx=((GivenClutId << 4) & 0x3F0);cy=((GivenClutId >> 6) & CLUTYMASK);
\r
1818 GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30);
\r
1820 // palette check sum
\r
1822 unsigned long l=0,row;
\r
1823 unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
1824 if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
1825 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
1826 l=(l+HIWORD(l))&0x3fffL;
\r
1827 GivenClutId|=(l<<16);
\r
1834 for(i=0;i<iMaxTexWnds;i++,ts++)
\r
1838 if(ts->pos.l==npos.l &&
\r
1839 ts->pageid==pageid &&
\r
1840 ts->textureMode==TextureMode)
\r
1842 if(ts->ClutID==GivenClutId)
\r
1844 ubOpaqueDraw=ts->Opaque;
\r
1845 return ts->texname;
\r
1854 if(iMaxTexWnds==iTexWndLimit)
\r
1856 tsx=wcWndtexStore+iTexWndTurn;
\r
1858 if(iTexWndTurn==iTexWndLimit) iTexWndTurn=0;
\r
1862 tsx=wcWndtexStore+iMaxTexWnds;
\r
1867 gTexName=tsx->texname;
\r
1869 if(TWin.OPosition.y1==TWin.Position.y1 &&
\r
1870 TWin.OPosition.x1==TWin.Position.x1)
\r
1872 LoadWndTexturePage(pageid,TextureMode,cx,cy);
\r
1876 LoadStretchWndTexturePage(pageid,TextureMode,cx,cy);
\r
1879 tsx->Opaque=ubOpaqueDraw;
\r
1880 tsx->pos.l=npos.l;
\r
1881 tsx->ClutID=GivenClutId;
\r
1882 tsx->pageid=pageid;
\r
1883 tsx->textureMode=TextureMode;
\r
1884 tsx->texname=gTexName;
\r
1890 /////////////////////////////////////////////////////////////////////////////
\r
1891 /////////////////////////////////////////////////////////////////////////////
\r
1892 /////////////////////////////////////////////////////////////////////////////
\r
1894 ////////////////////////////////////////////////////////////////////////
\r
1895 // movie texture: define
\r
1896 ////////////////////////////////////////////////////////////////////////
\r
1898 void DefinePackedTextureMovie(void)
\r
1900 if(gTexMovieName==0)
\r
1902 glGenTextures(1, &gTexMovieName);
\r
1903 gTexName=gTexMovieName;
\r
1904 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1906 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
1907 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
1909 if(!bUseFastMdec)
\r
1911 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
1912 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
1916 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1917 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1920 glTexImage2D(GL_TEXTURE_2D, 0, //giWantedRGBA,
\r
1922 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
1926 gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1929 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
\r
1930 (xrMovieArea.x1-xrMovieArea.x0),
\r
1931 (xrMovieArea.y1-xrMovieArea.y0),
\r
1933 GL_UNSIGNED_SHORT,
\r
1937 ////////////////////////////////////////////////////////////////////////
\r
1939 void DefineTextureMovie(void)
\r
1941 if(gTexMovieName==0)
\r
1943 glGenTextures(1, &gTexMovieName);
\r
1944 gTexName=gTexMovieName;
\r
1945 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1947 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
1948 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
1950 if(!bUseFastMdec)
\r
1952 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
1953 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
1957 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1958 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1961 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
1965 gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1968 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
\r
1969 (xrMovieArea.x1-xrMovieArea.x0),
\r
1970 (xrMovieArea.y1-xrMovieArea.y0),
\r
1971 GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
1974 ////////////////////////////////////////////////////////////////////////
\r
1975 // movie texture: load
\r
1976 ////////////////////////////////////////////////////////////////////////
\r
1978 #define MRED(x) ((x>>3) & 0x1f)
\r
1979 #define MGREEN(x) ((x>>6) & 0x3e0)
\r
1980 #define MBLUE(x) ((x>>9) & 0x7c00)
\r
1982 #define XMGREEN(x) ((x>>5) & 0x07c0)
\r
1983 #define XMRED(x) ((x<<8) & 0xf800)
\r
1984 #define XMBLUE(x) ((x>>18) & 0x003e)
\r
1986 ////////////////////////////////////////////////////////////////////////
\r
1987 // movie texture: load
\r
1988 ////////////////////////////////////////////////////////////////////////
\r
1990 unsigned char * LoadDirectMovieFast(void)
\r
1993 unsigned int startxy;
\r
1995 unsigned long * ta=(unsigned long *)texturepart;
\r
1997 if(PSXDisplay.RGB24)
\r
1999 unsigned char * pD;
\r
2001 startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
\r
2003 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
\r
2005 pD=(unsigned char *)&psxVuw[startxy];
\r
2006 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2008 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2015 unsigned long (*LTCOL)(unsigned long);
\r
2017 LTCOL=XP8RGBA_0;//TCF[0];
\r
2021 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2023 startxy=((1024)*column)+xrMovieArea.x0;
\r
2024 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2025 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2029 return texturepart;
\r
2032 ////////////////////////////////////////////////////////////////////////
\r
2034 GLuint LoadTextureMovieFast(void)
\r
2037 unsigned int start,startxy;
\r
2040 if(PSXDisplay.RGB24)
\r
2042 unsigned char * pD;
\r
2043 unsigned long * ta=(unsigned long *)texturepart;
\r
2045 startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
\r
2047 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
\r
2049 //startxy=((1024)*column)+xrMovieArea.x0;
\r
2050 pD=(unsigned char *)&psxVuw[startxy];
\r
2051 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2053 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2060 unsigned long (*LTCOL)(unsigned long);
\r
2061 unsigned long *ta;
\r
2063 LTCOL=XP8RGBA_0;//TCF[0];
\r
2066 ta=(unsigned long *)texturepart;
\r
2068 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2070 startxy=((1024)*column)+xrMovieArea.x0;
\r
2071 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2072 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2075 DefineTextureMovie();
\r
2080 ////////////////////////////////////////////////////////////////////////
\r
2082 GLuint LoadTextureMovie(void)
\r
2084 short row,column,dx;
\r
2085 unsigned int startxy;
\r
2088 if(bUseFastMdec) return LoadTextureMovieFast();
\r
2090 b_X=FALSE;b_Y=FALSE;
\r
2092 if((xrMovieArea.x1-xrMovieArea.x0)<255) b_X=TRUE;
\r
2093 if((xrMovieArea.y1-xrMovieArea.y0)<255) b_Y=TRUE;
\r
2096 if(PSXDisplay.RGB24)
\r
2098 unsigned char * pD;
\r
2099 unsigned long * ta=(unsigned long *)texturepart;
\r
2103 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2105 startxy=((1024)*column)+xrMovieArea.x0;
\r
2106 pD=(unsigned char *)&psxVuw[startxy];
\r
2107 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2109 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2116 dx=xrMovieArea.x1-xrMovieArea.x0+1;
\r
2117 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2124 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2126 startxy=((1024)*column)+xrMovieArea.x0;
\r
2127 pD=(unsigned char *)&psxVuw[startxy];
\r
2128 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2130 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2136 dx=xrMovieArea.x1-xrMovieArea.x0;
\r
2137 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2144 unsigned long (*LTCOL)(unsigned long);
\r
2145 unsigned long *ta;
\r
2147 LTCOL=XP8RGBA_0;//TCF[0];
\r
2150 ta=(unsigned long *)texturepart;
\r
2154 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2156 startxy=((1024)*column)+xrMovieArea.x0;
\r
2157 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2158 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2164 dx=xrMovieArea.x1-xrMovieArea.x0+1;
\r
2165 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2172 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2174 startxy=((1024)*column)+xrMovieArea.x0;
\r
2175 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2176 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2181 dx=xrMovieArea.x1-xrMovieArea.x0;
\r
2182 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2188 xrMovieArea.x1+=b_X;xrMovieArea.y1+=b_Y;
\r
2189 DefineTextureMovie();
\r
2190 xrMovieArea.x1-=b_X;xrMovieArea.y1-=b_Y;
\r
2195 /////////////////////////////////////////////////////////////////////////////
\r
2196 /////////////////////////////////////////////////////////////////////////////
\r
2197 /////////////////////////////////////////////////////////////////////////////
\r
2199 GLuint BlackFake15BitTexture(void)
\r
2201 long pmult;short x1,x2,y1,y2;
\r
2203 if(PSXDisplay.InterlacedTest) return 0;
\r
2205 pmult=GlobalTexturePage/16;
\r
2207 x2=gl_ux[6]-gl_ux[7];
\r
2209 y2=gl_ux[4]-gl_ux[5];
\r
2218 x1+=((GlobalTexturePage-16*pmult)<<6);
\r
2220 if( FastCheckAgainstFrontScreen(x1,y1,x2,y2)
\r
2221 || FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2223 if(!gTexFrameName)
\r
2225 glGenTextures(1, &gTexFrameName);
\r
2226 gTexName=gTexFrameName;
\r
2227 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
2230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
2231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
2232 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
2235 unsigned long * ta=(unsigned long *)texturepart;
\r
2236 for(y1=0;y1<=4;y1++)
\r
2237 for(x1=0;x1<=4;x1++)
\r
2240 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
2244 gTexName=gTexFrameName;
\r
2245 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2250 return (GLuint)gTexName;
\r
2255 /////////////////////////////////////////////////////////////////////////////
\r
2257 BOOL bFakeFrontBuffer=FALSE;
\r
2258 BOOL bIgnoreNextTile =FALSE;
\r
2262 GLuint Fake15BitTexture(void)
\r
2264 long pmult;short x1,x2,y1,y2;int iYAdjust;
\r
2265 float ScaleX,ScaleY;RECT rSrc;
\r
2267 if(iFrameTexType==1) return BlackFake15BitTexture();
\r
2268 if(PSXDisplay.InterlacedTest) return 0;
\r
2270 pmult=GlobalTexturePage/16;
\r
2272 x2=gl_ux[6]-gl_ux[7];
\r
2274 y2=gl_ux[4]-gl_ux[5];
\r
2277 x1+=((GlobalTexturePage-16*pmult)<<6);
\r
2279 if(iFrameTexType==3)
\r
2281 if(iFrameReadType==4) return 0;
\r
2283 if(!FastCheckAgainstFrontScreen(x1,y1,x2,y2) &&
\r
2284 !FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2287 if(bFakeFrontBuffer) bIgnoreNextTile=TRUE;
\r
2288 CheckVRamReadEx(x1,y1,x1+x2,y1+y2);
\r
2292 /////////////////////////
\r
2294 if(FastCheckAgainstFrontScreen(x1,y1,x2,y2))
\r
2296 x1-=PSXDisplay.DisplayPosition.x;
\r
2297 y1-=PSXDisplay.DisplayPosition.y;
\r
2300 if(FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2302 x1-=PreviousPSXDisplay.DisplayPosition.x;
\r
2303 y1-=PreviousPSXDisplay.DisplayPosition.y;
\r
2307 bDrawMultiPass = FALSE;
\r
2309 if(!gTexFrameName)
\r
2313 if(iResX>1280 || iResY>1024) iFTex=2048;
\r
2315 if(iResX>640 || iResY>480) iFTex=1024;
\r
2318 glGenTextures(1, &gTexFrameName);
\r
2319 gTexName=gTexFrameName;
\r
2320 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2322 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
2323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
2324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
2325 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
2327 p=(char *)malloc(iFTex*iFTex*4);
\r
2328 memset(p,0,iFTex*iFTex*4);
\r
2329 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iFTex, iFTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
\r
2336 gTexName=gTexFrameName;
\r
2337 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2340 x1+=PreviousPSXDisplay.Range.x0;
\r
2341 y1+=PreviousPSXDisplay.Range.y0;
\r
2343 if(PSXDisplay.DisplayMode.x)
\r
2344 ScaleX=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
\r
2346 if(PSXDisplay.DisplayMode.y)
\r
2347 ScaleY=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
\r
2350 rSrc.left =max(x1*ScaleX,0);
\r
2351 rSrc.right =min((x1+x2)*ScaleX+0.99f,iResX-1);
\r
2352 rSrc.top =max(y1*ScaleY,0);
\r
2353 rSrc.bottom=min((y1+y2)*ScaleY+0.99f,iResY-1);
\r
2355 iYAdjust=(y1+y2)-PSXDisplay.DisplayMode.y;
\r
2357 iYAdjust=(int)((float)iYAdjust*ScaleY)+1;
\r
2360 gl_vy[0]=255-gl_vy[0];
\r
2361 gl_vy[1]=255-gl_vy[1];
\r
2362 gl_vy[2]=255-gl_vy[2];
\r
2363 gl_vy[3]=255-gl_vy[3];
\r
2365 y1=min(gl_vy[0],min(gl_vy[1],min(gl_vy[2],gl_vy[3])));
\r
2371 gl_ux[0]-=gl_ux[7];
\r
2372 gl_ux[1]-=gl_ux[7];
\r
2373 gl_ux[2]-=gl_ux[7];
\r
2374 gl_ux[3]-=gl_ux[7];
\r
2376 ScaleX*=256.0f/((float)(iFTex));
\r
2377 ScaleY*=256.0f/((float)(iFTex));
\r
2379 y1=((float)gl_vy[0]*ScaleY); if(y1>255) y1=255;
\r
2381 y1=((float)gl_vy[1]*ScaleY); if(y1>255) y1=255;
\r
2383 y1=((float)gl_vy[2]*ScaleY); if(y1>255) y1=255;
\r
2385 y1=((float)gl_vy[3]*ScaleY); if(y1>255) y1=255;
\r
2388 x1=((float)gl_ux[0]*ScaleX); if(x1>255) x1=255;
\r
2390 x1=((float)gl_ux[1]*ScaleX); if(x1>255) x1=255;
\r
2392 x1=((float)gl_ux[2]*ScaleX); if(x1>255) x1=255;
\r
2394 x1=((float)gl_ux[3]*ScaleX); if(x1>255) x1=255;
\r
2397 x1=rSrc.right-rSrc.left;
\r
2399 if(x1>iFTex) x1=iFTex;
\r
2401 y1=rSrc.bottom-rSrc.top;
\r
2403 if(y1+iYAdjust>iFTex) y1=iFTex-iYAdjust;
\r
2406 glCopyTexSubImage2D( GL_TEXTURE_2D, 0,
\r
2409 rSrc.left+rRatioRect.left,
\r
2410 iResY-rSrc.bottom-rRatioRect.top,
\r
2415 char * p=(char *)malloc(iFTex*iFTex*4);
\r
2416 memset(p,0,iFTex*iFTex*4);
\r
2417 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iFTex, iFTex,
\r
2418 GL_RGBA, GL_UNSIGNED_BYTE, p);
\r
2427 sprtW=gl_ux[1]-gl_ux[0];
\r
2428 sprtH=-(gl_vy[0]-gl_vy[2]);
\r
2431 return (GLuint)gTexName;
\r
2434 /////////////////////////////////////////////////////////////////////////////
\r
2435 /////////////////////////////////////////////////////////////////////////////
\r
2436 /////////////////////////////////////////////////////////////////////////////
\r
2438 // load texture part (unpacked)
\r
2440 /////////////////////////////////////////////////////////////////////////////
\r
2441 /////////////////////////////////////////////////////////////////////////////
\r
2442 /////////////////////////////////////////////////////////////////////////////
\r
2444 void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy)
\r
2446 unsigned long start,row,column,j,sxh,sxm;
\r
2447 unsigned int palstart;
\r
2448 unsigned long *px,*pa,*ta;
\r
2449 unsigned char *cSRCPtr;
\r
2450 unsigned short *wSRCPtr;
\r
2451 unsigned long LineOffset;
\r
2452 unsigned long x2a,xalign=0;
\r
2453 unsigned long x1=gl_ux[7];
\r
2454 unsigned long x2=gl_ux[6];
\r
2455 unsigned long y1=gl_ux[5];
\r
2456 unsigned long y2=gl_ux[4];
\r
2457 unsigned long dx=x2-x1+1;
\r
2458 unsigned long dy=y2-y1+1;
\r
2459 int pmult=pageid/16;
\r
2460 unsigned long (*LTCOL)(unsigned long);
\r
2461 unsigned int a,r,g,b,cnt,h;
\r
2462 unsigned long scol[8];
\r
2464 LTCOL=TCF[DrawSemiTrans];
\r
2466 pa=px=(unsigned long *)ubPaletteBuffer;
\r
2467 ta=(unsigned long *)texturepart;
\r
2468 palstart=cx+(cy<<10);
\r
2472 if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
\r
2473 if(XTexS) {ta+=1;xalign=2;}
\r
2477 //--------------------------------------------------//
\r
2478 // 4bit texture load ..
\r
2482 unsigned int TXV,TXU,n_xi,n_yi;
\r
2484 wSRCPtr=psxVuw+palstart;
\r
2488 *px =LTCOL(*wSRCPtr);
\r
2489 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2490 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2491 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2492 row--;px+=4;wSRCPtr+=4;
\r
2496 for(TXV=y1;TXV<=y2;TXV++)
\r
2498 for(TXU=x1;TXU<=x2;TXU++)
\r
2500 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
2501 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
2503 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
2510 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2511 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
2513 wSRCPtr=psxVuw+palstart;
\r
2517 *px =LTCOL(*wSRCPtr);
\r
2518 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2519 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2520 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2521 row--;px+=4;wSRCPtr+=4;
\r
2525 x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
\r
2526 sxm=x1&1;sxh=x1>>1;
\r
2527 j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
\r
2528 for(column=y1;column<=y2;column++)
\r
2530 cSRCPtr = psxVub + start + (column<<11) + sxh;
\r
2532 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
2534 for(row=j;row<x2a;row+=2)
\r
2536 *ta =*(pa+(*cSRCPtr & 0xF));
\r
2537 *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2543 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
2544 if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2551 //--------------------------------------------------//
\r
2552 // 8bit texture load ..
\r
2556 unsigned int TXV,TXU,n_xi,n_yi;
\r
2558 wSRCPtr=psxVuw+palstart;
\r
2562 *px =LTCOL(*wSRCPtr);
\r
2563 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2564 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2565 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2566 row--;px+=4;wSRCPtr+=4;
\r
2570 for(TXV=y1;TXV<=y2;TXV++)
\r
2572 for(TXU=x1;TXU<=x2;TXU++)
\r
2574 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
2575 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
2577 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
2585 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2587 cSRCPtr = psxVub + start + (y1<<11) + x1;
\r
2588 LineOffset = 2048 - dx;
\r
2592 wSRCPtr=psxVuw+palstart;
\r
2596 *px =LTCOL(*wSRCPtr);
\r
2597 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2598 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2599 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2600 row--;px+=4;wSRCPtr+=4;
\r
2607 do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
\r
2609 cSRCPtr+=LineOffset;column--;
\r
2615 wSRCPtr=psxVuw+palstart;
\r
2620 do {*ta++=LTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
\r
2622 cSRCPtr+=LineOffset;column--;
\r
2628 //--------------------------------------------------//
\r
2629 // 16bit texture load ..
\r
2631 start=((pageid-16*pmult)<<6)+262144*pmult;
\r
2633 wSRCPtr = psxVuw + start + (y1<<10) + x1;
\r
2634 LineOffset = 1024 - dx;
\r
2639 do {*ta++=LTCOL(*wSRCPtr++);row--;} while(row);
\r
2641 wSRCPtr+=LineOffset;column--;
\r
2646 //--------------------------------------------------//
\r
2647 // others are not possible !
\r
2654 ta=(unsigned long *)texturepart;
\r
2655 pa=(unsigned long *)texturepart+x2a;
\r
2656 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2657 pa=(unsigned long *)texturepart+dy*x2a;
\r
2659 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2666 ta=(unsigned long *)texturepart;
\r
2668 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
2669 pa=(unsigned long *)texturepart+dx;
\r
2671 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
2676 DXTexS=dx;DYTexS=dy;
\r
2678 if(!iFilterType) {DefineSubTextureSort();return;}
\r
2679 if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
\r
2680 if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
\r
2681 {DefineSubTextureSort();return;}
\r
2683 ta=(unsigned long *)texturepart;
\r
2690 for(column=0;column<dy;column++)
\r
2692 for(row=0;row<dx;row++)
\r
2694 if(*ta==0x50000000)
\r
2698 if( column && *(ta-dx) !=0x50000000 && *(ta-dx)>>24!=1) scol[cnt++]=*(ta-dx);
\r
2699 if(row && *(ta-1) !=0x50000000 && *(ta-1)>>24!=1) scol[cnt++]=*(ta-1);
\r
2700 if(row!=x1 && *(ta+1) !=0x50000000 && *(ta+1)>>24!=1) scol[cnt++]=*(ta+1);
\r
2701 if( column!=y1 && *(ta+dx) !=0x50000000 && *(ta+dx)>>24!=1) scol[cnt++]=*(ta+dx);
\r
2703 if(row && column && *(ta-dx-1)!=0x50000000 && *(ta-dx-1)>>24!=1) scol[cnt++]=*(ta-dx-1);
\r
2704 if(row!=x1 && column && *(ta-dx+1)!=0x50000000 && *(ta-dx+1)>>24!=1) scol[cnt++]=*(ta-dx+1);
\r
2705 if(row && column!=y1 && *(ta+dx-1)!=0x50000000 && *(ta+dx-1)>>24!=1) scol[cnt++]=*(ta+dx-1);
\r
2706 if(row!=x1 && column!=y1 && *(ta+dx+1)!=0x50000000 && *(ta+dx+1)>>24!=1) scol[cnt++]=*(ta+dx+1);
\r
2711 for(h=0;h<cnt;h++)
\r
2714 r+=(scol[h]>>16)&0xff;
\r
2715 g+=(scol[h]>>8)&0xff;
\r
2718 r/=cnt;b/=cnt;g/=cnt;
\r
2720 *ta=(r<<16)|(g<<8)|b;
\r
2721 if(a) *ta|=0x50000000;
\r
2722 else *ta|=0x01000000;
\r
2731 for(column=0;column<dy;column++)
\r
2733 for(row=0;row<dx;row++)
\r
2735 if(*ta==0x00000000)
\r
2739 if(row!=x1 && *(ta+1) !=0x00000000) scol[cnt++]=*(ta+1);
\r
2740 if( column!=y1 && *(ta+dx) !=0x00000000) scol[cnt++]=*(ta+dx);
\r
2745 for(h=0;h<cnt;h++)
\r
2747 r+=(scol[h]>>16)&0xff;
\r
2748 g+=(scol[h]>>8)&0xff;
\r
2751 r/=cnt;b/=cnt;g/=cnt;
\r
2752 *ta=(r<<16)|(g<<8)|b;
\r
2759 DefineSubTextureSort();
\r
2762 /////////////////////////////////////////////////////////////////////////////
\r
2763 /////////////////////////////////////////////////////////////////////////////
\r
2764 /////////////////////////////////////////////////////////////////////////////
\r
2766 // load texture part (packed)
\r
2768 /////////////////////////////////////////////////////////////////////////////
\r
2769 /////////////////////////////////////////////////////////////////////////////
\r
2770 /////////////////////////////////////////////////////////////////////////////
\r
2772 void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy)
\r
2774 unsigned long start,row,column,j,sxh,sxm;
\r
2775 unsigned int palstart;
\r
2776 unsigned short *px,*pa,*ta;
\r
2777 unsigned char *cSRCPtr;
\r
2778 unsigned short *wSRCPtr;
\r
2779 unsigned long LineOffset;
\r
2780 unsigned long x2a,xalign=0;
\r
2781 unsigned long x1=gl_ux[7];
\r
2782 unsigned long x2=gl_ux[6];
\r
2783 unsigned long y1=gl_ux[5];
\r
2784 unsigned long y2=gl_ux[4];
\r
2785 unsigned long dx=x2-x1+1;
\r
2786 unsigned long dy=y2-y1+1;
\r
2787 int pmult=pageid/16;
\r
2788 unsigned short (*LPTCOL)(unsigned short);
\r
2789 unsigned int a,r,g,b,cnt,h;
\r
2790 unsigned short scol[8];
\r
2792 LPTCOL=PTCF[DrawSemiTrans];
\r
2794 pa=px=(unsigned short *)ubPaletteBuffer;
\r
2795 ta=(unsigned short *)texturepart;
\r
2796 palstart=cx+(cy<<10);
\r
2800 if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
\r
2801 if(XTexS) {ta+=1;xalign=2;}
\r
2805 //--------------------------------------------------//
\r
2806 // 4bit texture load ..
\r
2810 unsigned int TXV,TXU,n_xi,n_yi;
\r
2812 wSRCPtr=psxVuw+palstart;
\r
2815 *px =LPTCOL(*wSRCPtr);
\r
2816 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2817 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2818 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2819 row--;px+=4;wSRCPtr+=4;
\r
2823 for(TXV=y1;TXV<=y2;TXV++)
\r
2825 for(TXU=x1;TXU<=x2;TXU++)
\r
2827 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
2828 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
2830 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
2837 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2839 wSRCPtr=psxVuw+palstart;
\r
2842 *px =LPTCOL(*wSRCPtr);
\r
2843 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2844 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2845 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2846 row--;px+=4;wSRCPtr+=4;
\r
2850 x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
\r
2851 sxm=x1&1;sxh=x1>>1;
\r
2852 j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
\r
2854 for(column=y1;column<=y2;column++)
\r
2856 cSRCPtr = psxVub + start + (column<<11) + sxh;
\r
2858 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
2860 for(row=j;row<x2a;row+=2)
\r
2862 *ta =*(pa+(*cSRCPtr & 0xF));
\r
2863 *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2869 *ta++=*(pa+(*cSRCPtr & 0xF));row++;
\r
2870 if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2876 //--------------------------------------------------//
\r
2877 // 8bit texture load ..
\r
2881 unsigned int TXV,TXU,n_xi,n_yi;
\r
2883 wSRCPtr=psxVuw+palstart;
\r
2887 *px =LPTCOL(*wSRCPtr);
\r
2888 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2889 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2890 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2891 row--;px+=4;wSRCPtr+=4;
\r
2895 for(TXV=y1;TXV<=y2;TXV++)
\r
2897 for(TXU=x1;TXU<=x2;TXU++)
\r
2899 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
2900 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
2902 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
2910 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2912 cSRCPtr = psxVub + start + (y1<<11) + x1;
\r
2913 LineOffset = 2048 - dx;
\r
2915 if(dy*dx>384) // more pix? use lut
\r
2917 wSRCPtr=psxVuw+palstart;
\r
2921 *px =LPTCOL(*wSRCPtr);
\r
2922 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2923 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2924 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2925 row--;px+=4;wSRCPtr+=4;
\r
2932 do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
\r
2936 cSRCPtr+=LineOffset;column--;
\r
2940 else // small area? no lut
\r
2942 wSRCPtr=psxVuw+palstart;
\r
2947 do {*ta++=LPTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
\r
2951 cSRCPtr+=LineOffset;column--;
\r
2956 //--------------------------------------------------//
\r
2957 // 16bit texture load ..
\r
2959 start=((pageid-16*pmult)<<6)+262144*pmult;
\r
2961 wSRCPtr = psxVuw + start + (y1<<10) + x1;
\r
2962 LineOffset = 1024 - dx;
\r
2967 do {*ta++=LPTCOL(*wSRCPtr++);row--;} while(row);
\r
2971 wSRCPtr+=LineOffset;column--;
\r
2975 //--------------------------------------------------//
\r
2976 // others are not possible !
\r
2979 ////////////////////////////////////////////////////////
\r
2985 ta=(unsigned short *)texturepart;
\r
2986 pa=(unsigned short *)texturepart+x2a;
\r
2987 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2989 pa=(unsigned short *)texturepart+dy*x2a;
\r
2991 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2999 ta=(unsigned short *)texturepart;
\r
3001 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
3003 pa=(unsigned short *)texturepart+dx;
\r
3005 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
3011 DXTexS=dx;DYTexS=dy;
\r
3013 if(!iFilterType) {DefineSubTextureSort();return;}
\r
3014 if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
\r
3015 if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
\r
3016 {DefineSubTextureSort();return;}
\r
3018 ta=(unsigned short *)texturepart;
\r
3023 for(column=0;column<dy;column++)
\r
3025 for(row=0;row<dx;row++)
\r
3031 if( column && *(ta-dx) &1) scol[cnt++]=*(ta-dx);
\r
3032 if(row && *(ta-1) &1) scol[cnt++]=*(ta-1);
\r
3033 if(row!=x1 && *(ta+1) &1) scol[cnt++]=*(ta+1);
\r
3034 if( column!=y1 && *(ta+dx) &1) scol[cnt++]=*(ta+dx);
\r
3036 if(row && column && *(ta-dx-1)&1) scol[cnt++]=*(ta-dx-1);
\r
3037 if(row!=x1 && column && *(ta-dx+1)&1) scol[cnt++]=*(ta-dx+1);
\r
3038 if(row && column!=y1 && *(ta+dx-1)&1) scol[cnt++]=*(ta+dx-1);
\r
3039 if(row!=x1 && column!=y1 && *(ta+dx+1)&1) scol[cnt++]=*(ta+dx+1);
\r
3044 for(h=0;h<cnt;h++)
\r
3047 g+=(scol[h]>>6)&0x1f;
\r
3048 b+=(scol[h]>>1)&0x1f;
\r
3050 r/=cnt;b/=cnt;g/=cnt;
\r
3051 *ta=(r<<11)|(g<<6)|(b<<1);
\r
3059 DefineSubTextureSort();
\r
3062 /////////////////////////////////////////////////////////////////////////////
\r
3064 /////////////////////////////////////////////////////////////////////////////
\r
3065 /////////////////////////////////////////////////////////////////////////////
\r
3066 /////////////////////////////////////////////////////////////////////////////
\r
3068 // hires texture funcs
\r
3070 /////////////////////////////////////////////////////////////////////////////
\r
3071 /////////////////////////////////////////////////////////////////////////////
\r
3072 /////////////////////////////////////////////////////////////////////////////
\r
3075 #define GET_RESULT(A, B, C, D) ((A != C || A != D) - (B != C || B != D))
\r
3077 ////////////////////////////////////////////////////////////////////////
\r
3079 #define colorMask8 0x00FEFEFE
\r
3080 #define lowPixelMask8 0x00010101
\r
3081 #define qcolorMask8 0x00FCFCFC
\r
3082 #define qlowpixelMask8 0x00030303
\r
3085 #define INTERPOLATE8_02(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))
\r
3087 #define Q_INTERPOLATE8_02(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((C&0xFF000000)==0x03000000)?0x03000000:(((D&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))
\r
3089 #define INTERPOLATE8(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))
\r
3091 #define Q_INTERPOLATE8(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((C&0xFF000000)==0x50000000)?0x50000000:(((D&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))
\r
3093 void Super2xSaI_ex8_Ex(unsigned char *srcPtr, DWORD srcPitch,
\r
3094 unsigned char *dstBitmap, int width, int height)
\r
3096 DWORD dstPitch = srcPitch * 2;
\r
3100 int width2 = width*2;
\r
3101 int iXA,iXB,iXC,iYA,iYB,iYC,finish;
\r
3102 DWORD color4, color5, color6;
\r
3103 DWORD color1, color2, color3;
\r
3104 DWORD colorA0, colorA1, colorA2, colorA3,
\r
3105 colorB0, colorB1, colorB2, colorB3,
\r
3107 DWORD product1a, product1b,
\r
3108 product2a, product2b;
\r
3113 for (; height; height-=1)
\r
3115 bP = (DWORD *)srcPtr;
\r
3116 dP = (DWORD *)(dstBitmap + line*dstPitch);
\r
3117 for (finish = width; finish; finish -= 1 )
\r
3119 //--------------------------------------- B1 B2
\r
3123 if(finish==width) iXA=0;
\r
3125 if(finish>4) {iXB=1;iXC=2;}
\r
3127 if(finish>3) {iXB=1;iXC=1;}
\r
3128 else {iXB=0;iXC=0;}
\r
3129 if(line==0) iYA=0;
\r
3131 if(height>4) {iYB=width;iYC=width2;}
\r
3133 if(height>3) {iYB=width;iYC=width;}
\r
3134 else {iYB=0;iYC=0;}
\r
3137 colorB0 = *(bP- iYA - iXA);
\r
3138 colorB1 = *(bP- iYA);
\r
3139 colorB2 = *(bP- iYA + iXB);
\r
3140 colorB3 = *(bP- iYA + iXC);
\r
3142 color4 = *(bP - iXA);
\r
3144 color6 = *(bP + iXB);
\r
3145 colorS2 = *(bP + iXC);
\r
3147 color1 = *(bP + iYB - iXA);
\r
3148 color2 = *(bP + iYB);
\r
3149 color3 = *(bP + iYB + iXB);
\r
3150 colorS1= *(bP + iYB + iXC);
\r
3152 colorA0 = *(bP + iYC - iXA);
\r
3153 colorA1 = *(bP + iYC);
\r
3154 colorA2 = *(bP + iYC + iXB);
\r
3155 colorA3 = *(bP + iYC + iXC);
\r
3157 //--------------------------------------
\r
3158 if (color2 == color6 && color5 != color3)
\r
3160 product2b = product1b = color2;
\r
3163 if (color5 == color3 && color2 != color6)
\r
3165 product2b = product1b = color5;
\r
3168 if (color5 == color3 && color2 == color6)
\r
3170 register int r = 0;
\r
3172 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
\r
3173 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
\r
3174 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
\r
3175 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
\r
3178 product2b = product1b = color6;
\r
3181 product2b = product1b = color5;
\r
3184 product2b = product1b = INTERPOLATE8_02(color5, color6);
\r
3189 if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
\r
3190 product2b = Q_INTERPOLATE8_02 (color3, color3, color3, color2);
\r
3192 if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
\r
3193 product2b = Q_INTERPOLATE8_02 (color2, color2, color2, color3);
\r
3195 product2b = INTERPOLATE8_02 (color2, color3);
\r
3197 if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
\r
3198 product1b = Q_INTERPOLATE8_02 (color6, color6, color6, color5);
\r
3200 if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
\r
3201 product1b = Q_INTERPOLATE8_02 (color6, color5, color5, color5);
\r
3203 product1b = INTERPOLATE8_02 (color5, color6);
\r
3206 if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
\r
3207 product2a = INTERPOLATE8_02(color2, color5);
\r
3209 if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
\r
3210 product2a = INTERPOLATE8_02(color2, color5);
\r
3212 product2a = color2;
\r
3214 if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
\r
3215 product1a = INTERPOLATE8_02(color2, color5);
\r
3217 if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
\r
3218 product1a = INTERPOLATE8_02(color2, color5);
\r
3220 product1a = color5;
\r
3223 *(dP+1)=product1b;
\r
3224 *(dP+(width2))=product2a;
\r
3225 *(dP+1+(width2))=product2b;
\r
3229 }//end of for ( finish= width etc..)
\r
3232 srcPtr += srcPitch;
\r
3233 }; //endof: for (; height; height--)
\r
3238 void Super2xSaI_ex8(unsigned char *srcPtr, DWORD srcPitch,
\r
3239 unsigned char *dstBitmap, int width, int height)
\r
3241 DWORD dstPitch = srcPitch * 2;
\r
3245 int width2 = width*2;
\r
3246 int iXA,iXB,iXC,iYA,iYB,iYC,finish;
\r
3247 DWORD color4, color5, color6;
\r
3248 DWORD color1, color2, color3;
\r
3249 DWORD colorA0, colorA1, colorA2, colorA3,
\r
3250 colorB0, colorB1, colorB2, colorB3,
\r
3252 DWORD product1a, product1b,
\r
3253 product2a, product2b;
\r
3258 for (; height; height-=1)
\r
3260 bP = (DWORD *)srcPtr;
\r
3261 dP = (DWORD *)(dstBitmap + line*dstPitch);
\r
3262 for (finish = width; finish; finish -= 1 )
\r
3264 //--------------------------------------- B1 B2
\r
3268 if(finish==width) iXA=0;
\r
3270 if(finish>4) {iXB=1;iXC=2;}
\r
3272 if(finish>3) {iXB=1;iXC=1;}
\r
3273 else {iXB=0;iXC=0;}
\r
3274 if(line==0) iYA=0;
\r
3276 if(height>4) {iYB=width;iYC=width2;}
\r
3278 if(height>3) {iYB=width;iYC=width;}
\r
3279 else {iYB=0;iYC=0;}
\r
3282 colorB0 = *(bP- iYA - iXA);
\r
3283 colorB1 = *(bP- iYA);
\r
3284 colorB2 = *(bP- iYA + iXB);
\r
3285 colorB3 = *(bP- iYA + iXC);
\r
3287 color4 = *(bP - iXA);
\r
3289 color6 = *(bP + iXB);
\r
3290 colorS2 = *(bP + iXC);
\r
3292 color1 = *(bP + iYB - iXA);
\r
3293 color2 = *(bP + iYB);
\r
3294 color3 = *(bP + iYB + iXB);
\r
3295 colorS1= *(bP + iYB + iXC);
\r
3297 colorA0 = *(bP + iYC - iXA);
\r
3298 colorA1 = *(bP + iYC);
\r
3299 colorA2 = *(bP + iYC + iXB);
\r
3300 colorA3 = *(bP + iYC + iXC);
\r
3302 //--------------------------------------
\r
3303 if (color2 == color6 && color5 != color3)
\r
3305 product2b = product1b = color2;
\r
3308 if (color5 == color3 && color2 != color6)
\r
3310 product2b = product1b = color5;
\r
3313 if (color5 == color3 && color2 == color6)
\r
3315 register int r = 0;
\r
3317 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
\r
3318 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
\r
3319 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
\r
3320 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
\r
3323 product2b = product1b = color6;
\r
3326 product2b = product1b = color5;
\r
3329 product2b = product1b = INTERPOLATE8(color5, color6);
\r
3334 if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
\r
3335 product2b = Q_INTERPOLATE8 (color3, color3, color3, color2);
\r
3337 if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
\r
3338 product2b = Q_INTERPOLATE8 (color2, color2, color2, color3);
\r
3340 product2b = INTERPOLATE8 (color2, color3);
\r
3342 if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
\r
3343 product1b = Q_INTERPOLATE8 (color6, color6, color6, color5);
\r
3345 if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
\r
3346 product1b = Q_INTERPOLATE8 (color6, color5, color5, color5);
\r
3348 product1b = INTERPOLATE8 (color5, color6);
\r
3351 if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
\r
3352 product2a = INTERPOLATE8(color2, color5);
\r
3354 if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
\r
3355 product2a = INTERPOLATE8(color2, color5);
\r
3357 product2a = color2;
\r
3359 if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
\r
3360 product1a = INTERPOLATE8(color2, color5);
\r
3362 if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
\r
3363 product1a = INTERPOLATE8(color2, color5);
\r
3365 product1a = color5;
\r
3368 *(dP+1)=product1b;
\r
3369 *(dP+(width2))=product2a;
\r
3370 *(dP+1+(width2))=product2b;
\r
3374 }//end of for ( finish= width etc..)
\r
3377 srcPtr += srcPitch;
\r
3378 }; //endof: for (; height; height--)
\r
3381 /////////////////////////////////////////////////////////////////////////////
\r
3383 #define colorMask4 0x0000EEE0
\r
3384 #define lowPixelMask4 0x00001110
\r
3385 #define qcolorMask4 0x0000CCC0
\r
3386 #define qlowpixelMask4 0x00003330
\r
3388 #define INTERPOLATE4(A, B) ((((A & colorMask4) >> 1) + ((B & colorMask4) >> 1) + (A & B & lowPixelMask4))|((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))
\r
3390 #define Q_INTERPOLATE4(A, B, C, D) ((((A & qcolorMask4) >> 2) + ((B & qcolorMask4) >> 2) + ((C & qcolorMask4) >> 2) + ((D & qcolorMask4) >> 2) + ((((A & qlowpixelMask4) + (B & qlowpixelMask4) + (C & qlowpixelMask4) + (D & qlowpixelMask4)) >> 2) & qlowpixelMask4))| ((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((C&0x0000000F)==0x00000006)?0x00000006:(((D&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:(((C&0x0000000F)==0x00000000)?0x00000000:(((D&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))))))
\r
3393 #define colorMask5 0x0000F7BC
\r
3394 #define lowPixelMask5 0x00000842
\r
3395 #define qcolorMask5 0x0000E738
\r
3396 #define qlowpixelMask5 0x000018C6
\r
3398 #define INTERPOLATE5(A, B) ((((A & colorMask5) >> 1) + ((B & colorMask5) >> 1) + (A & B & lowPixelMask5))|((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:0x00000001))))
\r
3400 #define Q_INTERPOLATE5(A, B, C, D) ((((A & qcolorMask5) >> 2) + ((B & qcolorMask5) >> 2) + ((C & qcolorMask5) >> 2) + ((D & qcolorMask5) >> 2) + ((((A & qlowpixelMask5) + (B & qlowpixelMask5) + (C & qlowpixelMask5) + (D & qlowpixelMask5)) >> 2) & qlowpixelMask5))| ((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:(((C&0x00000001)==0x00000000)?0x00000000:(((D&0x00000001)==0x00000000)?0x00000000:0x00000001))))))
\r
3401 /////////////////////////////////////////////////////////////////////////////
\r
3402 /////////////////////////////////////////////////////////////////////////////
\r
3403 /////////////////////////////////////////////////////////////////////////////
\r
3405 // ogl texture defines
\r
3407 /////////////////////////////////////////////////////////////////////////////
\r
3408 /////////////////////////////////////////////////////////////////////////////
\r
3409 /////////////////////////////////////////////////////////////////////////////
\r
3411 void DefineSubTextureSortHiRes(void)
\r
3417 glGenTextures(1, &gTexName);
\r
3418 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
3421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
3425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
3426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
3430 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
3431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
3433 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
\r
3435 else glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3437 glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS<<1, YTexS<<1,
\r
3438 DXTexS<<1, DYTexS<<1,
\r
3439 GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
\r
3442 /////////////////////////////////////////////////////////////////////////////
\r
3444 void DefineSubTextureSort(void)
\r
3449 glGenTextures(1, &gTexName);
\r
3450 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
3453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
3457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
3458 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
3462 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
3463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
3465 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
3467 else glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3469 glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS, YTexS,
\r
3471 GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
3474 /////////////////////////////////////////////////////////////////////////////
\r
3476 /////////////////////////////////////////////////////////////////////////////
\r
3477 /////////////////////////////////////////////////////////////////////////////
\r
3478 /////////////////////////////////////////////////////////////////////////////
\r
3480 // texture cache garbage collection
\r
3482 /////////////////////////////////////////////////////////////////////////////
\r
3483 /////////////////////////////////////////////////////////////////////////////
\r
3484 /////////////////////////////////////////////////////////////////////////////
\r
3486 void DoTexGarbageCollection(void)
\r
3488 static unsigned short LRUCleaned=0;
\r
3489 unsigned short iC,iC1,iC2;
\r
3490 int i,j,iMax;textureSubCacheEntryS * tsb;
\r
3492 iC=4;//=iSortTexCnt/2,
\r
3493 LRUCleaned+=iC; // we clean different textures each time
\r
3494 if((LRUCleaned+iC)>=iSortTexCnt) LRUCleaned=0; // wrap? wrap!
\r
3495 iC1=LRUCleaned; // range of textures to clean
\r
3496 iC2=LRUCleaned+iC;
\r
3498 for(iC=iC1;iC<iC2;iC++) // make some textures available
\r
3500 pxSsubtexLeft[iC]->l=0;
\r
3503 for(i=0;i<3;i++) // remove all references to that textures
\r
3504 for(j=0;j<MAXTPAGES;j++)
\r
3505 for(iC=0;iC<4;iC++) // loop all texture rect info areas
\r
3507 tsb=pscSubtexStore[i][j]+(iC*SOFFB);
\r
3513 if(tsb->cTexID>=iC1 && tsb->cTexID<iC2) // info uses the cleaned textures? remove info
\r
3519 usLRUTexPage=LRUCleaned;
\r
3522 /////////////////////////////////////////////////////////////////////////////
\r
3523 /////////////////////////////////////////////////////////////////////////////
\r
3524 /////////////////////////////////////////////////////////////////////////////
\r
3526 // search cache for existing (already used) parts
\r
3528 /////////////////////////////////////////////////////////////////////////////
\r
3529 /////////////////////////////////////////////////////////////////////////////
\r
3530 /////////////////////////////////////////////////////////////////////////////
\r
3532 unsigned char * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache)
\r
3534 textureSubCacheEntryS * tsx, * tsb, *tsg;//, *tse=NULL;
\r
3535 int i,iMax;EXLong npos;
\r
3536 unsigned char cx,cy;
\r
3537 int iC,j,k;unsigned long rx,ry,mx,my;
\r
3538 EXLong * ul=0, * uls;
\r
3540 unsigned char cXAdj,cYAdj;
\r
3542 npos.l=*((unsigned long *)&gl_ux[4]);
\r
3544 //--------------------------------------------------------------//
\r
3545 // find matching texturepart first... speed up...
\r
3546 //--------------------------------------------------------------//
\r
3548 tsg=pscSubtexStore[TextureMode][GlobalTexturePage];
\r
3549 tsg+=((GivenClutId&CLUTCHK)>>CLUTSHIFT)*SOFFB;
\r
3558 if(GivenClutId==tsb->ClutID &&
\r
3559 (INCHECK(tsb->pos,npos)))
\r
3562 cx=tsb->pos.c[3]-tsb->posTX;
\r
3563 cy=tsb->pos.c[1]-tsb->posTY;
\r
3574 ubOpaqueDraw=tsb->Opaque;
\r
3575 *pCache=tsb->cTexID;
\r
3584 //----------------------------------------------------//
\r
3588 rx=(int)gl_ux[6]-(int)gl_ux[7];
\r
3589 ry=(int)gl_ux[4]-(int)gl_ux[5];
\r
3591 tsx=NULL;tsb=tsg+1;
\r
3592 for(i=0;i<iMax;i++,tsb++)
\r
3594 if(!tsb->ClutID) {tsx=tsb;break;}
\r
3600 if(iMax>=SOFFB-2)
\r
3602 if(iTexGarbageCollection) // gc mode?
\r
3606 dwTexPageComp|=(1<<GlobalTexturePage);
\r
3614 for(i=0;i<iMax;i++,tsb++) // 1. search other slots with same cluts, and unite the area
\r
3615 if(GivenClutId==tsb->ClutID)
\r
3617 if(!tsx) {tsx=tsb;rfree.l=npos.l;} //
\r
3618 else tsb->ClutID=0;
\r
3619 rfree.c[3]=min(rfree.c[3],tsb->pos.c[3]);
\r
3620 rfree.c[2]=max(rfree.c[2],tsb->pos.c[2]);
\r
3621 rfree.c[1]=min(rfree.c[1],tsb->pos.c[1]);
\r
3622 rfree.c[0]=max(rfree.c[0],tsb->pos.c[0]);
\r
3626 if(tsx) // 3. if one or more found, create a new rect with bigger size
\r
3628 *((unsigned long *)&gl_ux[4])=npos.l=rfree.l;
\r
3629 rx=(int)rfree.c[2]-(int)rfree.c[3];
\r
3630 ry=(int)rfree.c[0]-(int)rfree.c[1];
\r
3631 DoTexGarbageCollection();
\r
3643 //----------------------------------------------------//
\r
3644 // now get a free texture space
\r
3645 //----------------------------------------------------//
\r
3647 if(iTexGarbageCollection) usLRUTexPage=0;
\r
3651 rx+=3;if(rx>255) {cXAdj=0;rx=255;}
\r
3652 ry+=3;if(ry>255) {cYAdj=0;ry=255;}
\r
3656 for(k=0;k<iSortTexCnt;k++)
\r
3658 uls=pxSsubtexLeft[iC];
\r
3659 iMax=uls->l;ul=uls+1;
\r
3661 //--------------------------------------------------//
\r
3668 if(rx>252 && ry>252)
\r
3669 {uls->l=1;ul->l=0xffffffff;ul=0;goto ENDLOOP;}
\r
3693 //--------------------------------------------------//
\r
3694 for(i=0;i<iMax;i++,ul++)
\r
3696 if(ul->l!=0xffffffff &&
\r
3703 if(rx<mx && ry<my)
\r
3709 for(ul=uls+1,j=0;j<iMax;j++,ul++)
\r
3710 if(ul->l==0xffffffff) break;
\r
3714 if(j==iMax) uls->l=uls->l+1;
\r
3716 ul->c[3]=rfree.c[3];
\r
3717 ul->c[2]=rfree.c[2];
\r
3718 ul->c[1]=rfree.c[1]+ry;
\r
3719 ul->c[0]=rfree.c[0]-ry;
\r
3741 //--------------------------------------------------//
\r
3743 iC++; if(iC>=iSortTexCnt) iC=0;
\r
3746 //----------------------------------------------------//
\r
3747 // check, if free space got
\r
3748 //----------------------------------------------------//
\r
3753 //////////////////////////////////////////////////////
\r
3758 for(i=0;i<3;i++) // cleaning up
\r
3759 for(j=0;j<MAXTPAGES;j++)
\r
3761 tsb=pscSubtexStore[i][j];
\r
3762 (tsb+SOFFA)->pos.l=0;
\r
3763 (tsb+SOFFB)->pos.l=0;
\r
3764 (tsb+SOFFC)->pos.l=0;
\r
3765 (tsb+SOFFD)->pos.l=0;
\r
3767 for(i=0;i<iSortTexCnt;i++)
\r
3768 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
3772 //////////////////////////////////////////////////////
\r
3774 uls=pxSsubtexLeft[usLRUTexPage];
\r
3775 uls->l=0;ul=uls+1;
\r
3778 if(rx>252 && ry>252)
\r
3779 {uls->l=1;ul->l=0xffffffff;}
\r
3800 tsg->pos.l=1;tsx=tsg+1;
\r
3803 rfree.c[3]+=cXAdj;
\r
3804 rfree.c[1]+=cYAdj;
\r
3806 tsx->cTexID =*pCache=iC;
\r
3808 tsx->ClutID = GivenClutId;
\r
3809 tsx->posTX = rfree.c[3];
\r
3810 tsx->posTY = rfree.c[1];
\r
3812 cx=gl_ux[7]-rfree.c[3];
\r
3813 cy=gl_ux[5]-rfree.c[1];
\r
3827 return &tsx->Opaque;
\r
3830 /////////////////////////////////////////////////////////////////////////////
\r
3831 /////////////////////////////////////////////////////////////////////////////
\r
3832 /////////////////////////////////////////////////////////////////////////////
\r
3834 // search cache for free place (on compress)
\r
3836 /////////////////////////////////////////////////////////////////////////////
\r
3837 /////////////////////////////////////////////////////////////////////////////
\r
3838 /////////////////////////////////////////////////////////////////////////////
\r
3840 BOOL GetCompressTexturePlace(textureSubCacheEntryS * tsx)
\r
3842 int i,j,k,iMax,iC;unsigned long rx,ry,mx,my;
\r
3843 EXLong * ul=0, * uls, rfree;
\r
3844 unsigned char cXAdj=1,cYAdj=1;
\r
3846 rx=(int)tsx->pos.c[2]-(int)tsx->pos.c[3];
\r
3847 ry=(int)tsx->pos.c[0]-(int)tsx->pos.c[1];
\r
3849 rx+=3;if(rx>255) {cXAdj=0;rx=255;}
\r
3850 ry+=3;if(ry>255) {cYAdj=0;ry=255;}
\r
3854 for(k=0;k<iSortTexCnt;k++)
\r
3856 uls=pxSsubtexLeft[iC];
\r
3857 iMax=uls->l;ul=uls+1;
\r
3859 //--------------------------------------------------//
\r
3866 if(rx>252 && ry>252)
\r
3867 {uls->l=1;ul->l=0xffffffff;ul=0;goto TENDLOOP;}
\r
3891 //--------------------------------------------------//
\r
3892 for(i=0;i<iMax;i++,ul++)
\r
3894 if(ul->l!=0xffffffff &&
\r
3902 if(rx<mx && ry<my)
\r
3908 for(ul=uls+1,j=0;j<iMax;j++,ul++)
\r
3909 if(ul->l==0xffffffff) break;
\r
3913 if(j==iMax) uls->l=uls->l+1;
\r
3915 ul->c[3]=rfree.c[3];
\r
3916 ul->c[2]=rfree.c[2];
\r
3917 ul->c[1]=rfree.c[1]+ry;
\r
3918 ul->c[0]=rfree.c[0]-ry;
\r
3940 //--------------------------------------------------//
\r
3942 iC++; if(iC>=iSortTexCnt) iC=0;
\r
3945 //----------------------------------------------------//
\r
3946 // check, if free space got
\r
3947 //----------------------------------------------------//
\r
3950 if(ul) return FALSE;
\r
3952 rfree.c[3]+=cXAdj;
\r
3953 rfree.c[1]+=cYAdj;
\r
3956 tsx->posTX = rfree.c[3];
\r
3957 tsx->posTY = rfree.c[1];
\r
3965 /////////////////////////////////////////////////////////////////////////////
\r
3966 /////////////////////////////////////////////////////////////////////////////
\r
3967 /////////////////////////////////////////////////////////////////////////////
\r
3969 // compress texture cache (to make place for new texture part, if needed)
\r
3971 /////////////////////////////////////////////////////////////////////////////
\r
3972 /////////////////////////////////////////////////////////////////////////////
\r
3973 /////////////////////////////////////////////////////////////////////////////
\r
3975 void CompressTextureSpace(void)
\r
3977 textureSubCacheEntryS * tsx, * tsg, * tsb;
\r
3978 int i,j,k,m,n,iMax;EXLong * ul, r,opos;
\r
3979 short sOldDST=DrawSemiTrans,cx,cy;
\r
3980 long lOGTP=GlobalTexturePage;
\r
3981 unsigned long l,row;
\r
3982 unsigned long * lSRCPtr;
\r
3984 opos.l=*((unsigned long *)&gl_ux[4]);
\r
3986 // 1. mark all textures as free
\r
3987 for(i=0;i<iSortTexCnt;i++)
\r
3988 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
3994 for(k=0;k<MAXTPAGES;k++)
\r
3996 tsg=pscSubtexStore[j][k];
\r
3998 if((!(dwTexPageComp&(1<<k))))
\r
4000 (tsg+SOFFA)->pos.l=0;
\r
4001 (tsg+SOFFB)->pos.l=0;
\r
4002 (tsg+SOFFC)->pos.l=0;
\r
4003 (tsg+SOFFD)->pos.l=0;
\r
4007 for(m=0;m<4;m++,tsg+=SOFFB)
\r
4012 for(i=0;i<iMax;i++,tsx++)
\r
4017 for(n=i+1,tsb=tsx+1;n<iMax;n++,tsb++)
\r
4019 if(tsx->ClutID==tsb->ClutID)
\r
4021 r.c[3]=min(r.c[3],tsb->pos.c[3]);
\r
4022 r.c[2]=max(r.c[2],tsb->pos.c[2]);
\r
4023 r.c[1]=min(r.c[1],tsb->pos.c[1]);
\r
4024 r.c[0]=max(r.c[0],tsb->pos.c[0]);
\r
4029 // if(r.l!=tsx->pos.l)
\r
4031 cx=((tsx->ClutID << 4) & 0x3F0);
\r
4032 cy=((tsx->ClutID >> 6) & CLUTYMASK);
\r
4036 // palette check sum
\r
4037 l=0;lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
4038 if(j==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
4039 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
4040 l=((l+HIWORD(l))&0x3fffL)<<16;
\r
4041 if(l!=(tsx->ClutID&(0x00003fff<<16)))
\r
4043 tsx->ClutID=0;continue;
\r
4048 if(!GetCompressTexturePlace(tsx)) // no place?
\r
4050 for(i=0;i<3;i++) // -> clean up everything
\r
4051 for(j=0;j<MAXTPAGES;j++)
\r
4053 tsb=pscSubtexStore[i][j];
\r
4054 (tsb+SOFFA)->pos.l=0;
\r
4055 (tsb+SOFFB)->pos.l=0;
\r
4056 (tsb+SOFFC)->pos.l=0;
\r
4057 (tsb+SOFFD)->pos.l=0;
\r
4059 for(i=0;i<iSortTexCnt;i++)
\r
4060 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
4062 DrawSemiTrans=sOldDST;
\r
4063 GlobalTexturePage=lOGTP;
\r
4064 *((unsigned long *)&gl_ux[4])=opos.l;
\r
4070 if(tsx->ClutID&(1<<30)) DrawSemiTrans=1;
\r
4071 else DrawSemiTrans=0;
\r
4072 *((unsigned long *)&gl_ux[4])=r.l;
\r
4074 gTexName=uiStexturePage[tsx->cTexID];
\r
4075 LoadSubTexFn(k,j,cx,cy);
\r
4076 uiStexturePage[tsx->cTexID]=gTexName;
\r
4077 tsx->Opaque=ubOpaqueDraw;
\r
4085 while(!tsx->ClutID && iMax) {tsx--;iMax--;}
\r
4093 if(dwTexPageComp==0xffffffff) dwTexPageComp=0;
\r
4095 *((unsigned long *)&gl_ux[4])=opos.l;
\r
4096 GlobalTexturePage=lOGTP;
\r
4097 DrawSemiTrans=sOldDST;
\r
4100 /////////////////////////////////////////////////////////////////////////////
\r
4101 /////////////////////////////////////////////////////////////////////////////
\r
4102 /////////////////////////////////////////////////////////////////////////////
\r
4104 // main entry for searching/creating textures, called from prim.c
\r
4106 /////////////////////////////////////////////////////////////////////////////
\r
4107 /////////////////////////////////////////////////////////////////////////////
\r
4108 /////////////////////////////////////////////////////////////////////////////
\r
4110 GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId)
\r
4112 unsigned char * OPtr;unsigned short iCache;short cx,cy;
\r
4114 // sort sow/tow infos for fast access
\r
4116 unsigned char ma1,ma2,mi1,mi2;
\r
4117 if(gl_ux[0]>gl_ux[1]) {mi1=gl_ux[1];ma1=gl_ux[0];}
\r
4118 else {mi1=gl_ux[0];ma1=gl_ux[1];}
\r
4119 if(gl_ux[2]>gl_ux[3]) {mi2=gl_ux[3];ma2=gl_ux[2];}
\r
4120 else {mi2=gl_ux[2];ma2=gl_ux[3];}
\r
4121 if(mi1>mi2) gl_ux[7]=mi2;
\r
4122 else gl_ux[7]=mi1;
\r
4123 if(ma1>ma2) gl_ux[6]=ma1;
\r
4124 else gl_ux[6]=ma2;
\r
4126 if(gl_vy[0]>gl_vy[1]) {mi1=gl_vy[1];ma1=gl_vy[0];}
\r
4127 else {mi1=gl_vy[0];ma1=gl_vy[1];}
\r
4128 if(gl_vy[2]>gl_vy[3]) {mi2=gl_vy[3];ma2=gl_vy[2];}
\r
4129 else {mi2=gl_vy[2];ma2=gl_vy[3];}
\r
4130 if(mi1>mi2) gl_ux[5]=mi2;
\r
4131 else gl_ux[5]=mi1;
\r
4132 if(ma1>ma2) gl_ux[4]=ma1;
\r
4133 else gl_ux[4]=ma2;
\r
4135 // get clut infos in one 32 bit val
\r
4137 if(TextureMode==2) // no clut here
\r
4139 GivenClutId=CLUTUSED|(DrawSemiTrans<<30);cx=cy=0;
\r
4141 if(iFrameTexType && Fake15BitTexture())
\r
4142 return (GLuint)gTexName;
\r
4146 cx=((GivenClutId << 4) & 0x3F0); // but here
\r
4147 cy=((GivenClutId >> 6) & CLUTYMASK);
\r
4148 GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30)|CLUTUSED;
\r
4150 // palette check sum.. removed MMX asm, this easy func works as well
\r
4152 unsigned long l=0,row;
\r
4154 unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
4155 if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
4156 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
4157 l=(l+HIWORD(l))&0x3fffL;
\r
4158 GivenClutId|=(l<<16);
\r
4165 OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
\r
4167 // cache full? compress and try again
\r
4168 if(iCache==0xffff)
\r
4170 CompressTextureSpace();
\r
4171 OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
\r
4175 usLRUTexPage=iCache;
\r
4176 if(!OPtr) return uiStexturePage[iCache];
\r
4178 // not found? upload texture and store infos in cache
\r
4179 gTexName=uiStexturePage[iCache];
\r
4180 LoadSubTexFn(GlobalTexturePage,TextureMode,cx,cy);
\r
4181 uiStexturePage[iCache]=gTexName;
\r
4182 *OPtr=ubOpaqueDraw;
\r
4183 return (GLuint) gTexName;
\r
4186 /////////////////////////////////////////////////////////////////////////////
\r
4187 /////////////////////////////////////////////////////////////////////////////
\r
4188 /////////////////////////////////////////////////////////////////////////////
\r