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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73 #include "externals.h"
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74 #include "texture.h"
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78 #include "gpuStdafx.h"
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84 #pragma softfp_linkage
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86 #ifdef MAEMO_CHANGES
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87 #include <GLES/glplatform.h>
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88 #include <GLES/gl.h>
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89 #include <GLES/glext.h>
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90 #include <EGL/egl.h>
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92 #include <gles/gl.h> // for opengl es types
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93 #include <gles/egltypes.h>
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96 #pragma no_softfp_linkage
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99 #include "gpuDraw.h"
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100 //#include "plugins.h"
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101 #include "gpuExternals.h"
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102 #include "gpuTexture.h"
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103 #include "gpuPlugin.h"
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104 #include "gpuPrim.h"
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106 #define CLUTCHK 0x00060000
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107 #define CLUTSHIFT 17
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109 ////////////////////////////////////////////////////////////////////////
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110 // texture conversion buffer ..
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111 ////////////////////////////////////////////////////////////////////////
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113 GLubyte ubPaletteBuffer[256][4];
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114 GLuint gTexMovieName=0;
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115 GLuint gTexBlurName=0;
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116 GLuint gTexFrameName=0;
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117 int iTexGarbageCollection=1;
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118 unsigned long dwTexPageComp=0;
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121 int iClampType=GL_CLAMP;
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123 int iClampType=GL_CLAMP_TO_EDGE;
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125 int iFilter = GL_LINEAR;
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126 void (*LoadSubTexFn) (int,int,short,short);
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127 unsigned long (*PalTexturedColourFn) (unsigned long);
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129 ////////////////////////////////////////////////////////////////////////
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131 ////////////////////////////////////////////////////////////////////////
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133 #define PALCOL(x) PalTexturedColourFn (x)
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135 #define CSUBSIZE 2048
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136 #define CSUBSIZEA 8192
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137 #define CSUBSIZES 4096
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154 #define MAXWNDTEXCACHE 128
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156 #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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157 #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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159 ////////////////////////////////////////////////////////////////////////
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161 u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache);
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162 void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);
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163 void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);
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164 void DefineSubTextureSort(void);
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166 ////////////////////////////////////////////////////////////////////////
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168 ////////////////////////////////////////////////////////////////////////
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170 long GlobalTexturePage;
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175 int iSortTexCnt=32;
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176 BOOL bUseFastMdec=FALSE;
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177 BOOL bUse15bitMdec=FALSE;
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178 int iFrameTexType=0;
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179 int iFrameReadType=0;
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181 unsigned long (*TCF[2]) (unsigned long);
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182 unsigned short (*PTCF[2]) (unsigned short);
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184 ////////////////////////////////////////////////////////////////////////
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185 // texture cache implementation
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186 ////////////////////////////////////////////////////////////////////////
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192 // "texture window" cache entry
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194 typedef struct textureWndCacheEntryTag
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196 unsigned long ClutID;
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203 } textureWndCacheEntry;
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205 // "standard texture" cache entry (12 byte per entry, as small as possible... we need lots of them)
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207 typedef struct textureSubCacheEntryTagS
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209 unsigned long ClutID;
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215 } textureSubCacheEntryS;
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221 //---------------------------------------------
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223 #define MAXTPAGES_MAX 64
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224 #define MAXSORTTEX_MAX 196
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226 //---------------------------------------------
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228 textureWndCacheEntry wcWndtexStore[MAXWNDTEXCACHE];
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229 textureSubCacheEntryS * pscSubtexStore[3][MAXTPAGES_MAX];
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230 EXLong * pxSsubtexLeft [MAXSORTTEX_MAX];
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231 GLuint uiStexturePage[MAXSORTTEX_MAX];
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233 unsigned short usLRUTexPage=0;
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237 int iTexWndLimit=MAXWNDTEXCACHE/2;
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239 GLubyte * texturepart=NULL;
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240 GLubyte * texturebuffer=NULL;
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241 unsigned long g_x1,g_y1,g_x2,g_y2;
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244 unsigned short MAXTPAGES = 32;
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245 unsigned short CLUTMASK = 0x7fff;
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246 unsigned short CLUTYMASK = 0x1ff;
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247 unsigned short MAXSORTTEX = 196;
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249 ////////////////////////////////////////////////////////////////////////
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250 // Texture color conversions... all my ASM funcs are removed for easier
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251 // porting... and honestly: nowadays the speed gain would be pointless
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252 ////////////////////////////////////////////////////////////////////////
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254 unsigned long XP8RGBA(unsigned long BGR)
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256 if(!(BGR&0xffff)) return 0x50000000;
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257 if(DrawSemiTrans && !(BGR&0x8000))
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258 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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259 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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262 unsigned long XP8RGBAEx(unsigned long BGR)
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264 if(!(BGR&0xffff)) return 0x03000000;
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265 if(DrawSemiTrans && !(BGR&0x8000))
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266 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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267 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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270 unsigned long CP8RGBA(unsigned long BGR)
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273 if(!(BGR&0xffff)) return 0x50000000;
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274 if(DrawSemiTrans && !(BGR&0x8000))
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275 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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276 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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277 if(l==0xffffff00) l=0xff000000;
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281 unsigned long CP8RGBAEx(unsigned long BGR)
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284 if(!(BGR&0xffff)) return 0x03000000;
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285 if(DrawSemiTrans && !(BGR&0x8000))
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286 {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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287 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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288 if(l==0xffffff00) l=0xff000000;
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292 unsigned long XP8RGBA_0(unsigned long BGR)
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294 if(!(BGR&0xffff)) return 0x50000000;
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295 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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298 unsigned long XP8RGBAEx_0(unsigned long BGR)
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300 if(!(BGR&0xffff)) return 0x03000000;
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301 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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304 unsigned long XP8BGRA_0(unsigned long BGR)
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306 if(!(BGR&0xffff)) return 0x50000000;
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307 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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310 unsigned long XP8BGRAEx_0(unsigned long BGR)
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312 if(!(BGR&0xffff)) return 0x03000000;
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313 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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316 unsigned long CP8RGBA_0(unsigned long BGR)
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320 if(!(BGR&0xffff)) return 0x50000000;
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321 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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322 if(l==0xfff8f800) l=0xff000000;
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326 unsigned long CP8RGBAEx_0(unsigned long BGR)
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330 if(!(BGR&0xffff)) return 0x03000000;
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331 l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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332 if(l==0xfff8f800) l=0xff000000;
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336 unsigned long CP8BGRA_0(unsigned long BGR)
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340 if(!(BGR&0xffff)) return 0x50000000;
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341 l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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342 if(l==0xff00f8f8) l=0xff000000;
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346 unsigned long CP8BGRAEx_0(unsigned long BGR)
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350 if(!(BGR&0xffff)) return 0x03000000;
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351 l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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352 if(l==0xff00f8f8) l=0xff000000;
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356 unsigned long XP8RGBA_1(unsigned long BGR)
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358 if(!(BGR&0xffff)) return 0x50000000;
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359 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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360 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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363 unsigned long XP8RGBAEx_1(unsigned long BGR)
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365 if(!(BGR&0xffff)) return 0x03000000;
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366 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
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367 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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370 unsigned long XP8BGRA_1(unsigned long BGR)
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372 if(!(BGR&0xffff)) return 0x50000000;
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373 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
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374 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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377 unsigned long XP8BGRAEx_1(unsigned long BGR)
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379 if(!(BGR&0xffff)) return 0x03000000;
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380 if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
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381 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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384 unsigned long P8RGBA(unsigned long BGR)
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386 if(!(BGR&0xffff)) return 0;
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387 return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
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390 unsigned long P8BGRA(unsigned long BGR)
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392 if(!(BGR&0xffff)) return 0;
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393 return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
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396 unsigned short XP5RGBA(unsigned short BGR)
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399 if(DrawSemiTrans && !(BGR&0x8000))
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400 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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401 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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404 unsigned short XP5RGBA_0 (unsigned short BGR)
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408 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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411 unsigned short CP5RGBA_0 (unsigned short BGR)
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417 s=((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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422 unsigned short XP5RGBA_1(unsigned short BGR)
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426 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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427 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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430 unsigned short P5RGBA(unsigned short BGR)
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433 return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
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436 unsigned short XP4RGBA(unsigned short BGR)
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439 if(DrawSemiTrans && !(BGR&0x8000))
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440 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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441 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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444 unsigned short XP4RGBA_0 (unsigned short BGR)
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447 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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450 unsigned short CP4RGBA_0 (unsigned short BGR)
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454 s=(((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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455 if(s==0x0fff) s=0x000f;
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459 unsigned short XP4RGBA_1(unsigned short BGR)
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463 {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
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464 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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467 unsigned short P4RGBA(unsigned short BGR)
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470 return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
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473 ////////////////////////////////////////////////////////////////////////
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474 // CHECK TEXTURE MEM (on plugin startup)
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475 ////////////////////////////////////////////////////////////////////////
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480 void CheckTextureMemory(void)
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482 GLboolean b;GLboolean * bDetail;
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483 int i,iCnt,iRam=iVRamSize*1024*1024;
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491 iRam-=(iResX*iResY*8);
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492 iRam-=(iResX*iResY*(iZBufferDepth/8));
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495 iSortTexCnt=iRam/(256*256*ts);
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497 if(iSortTexCnt>MAXSORTTEX)
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499 iSortTexCnt=MAXSORTTEX-min(1,0);
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503 iSortTexCnt-=3+min(1,0);
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504 if(iSortTexCnt<8) iSortTexCnt=8;
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507 for(i=0;i<MAXSORTTEX;i++)
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508 uiStexturePage[i]=0;
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515 p=(s8 *)malloc(iTSize*iTSize*4);
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518 glGenTextures(MAXSORTTEX,uiStexturePage);
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519 for(i=0;i<MAXSORTTEX;i++)
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521 glBindTexture(GL_TEXTURE_2D,uiStexturePage[i]);
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522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
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523 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
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524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
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525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
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526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iTSize, iTSize, 0,GL_RGBA, GL_UNSIGNED_BYTE, p);
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528 glBindTexture(GL_TEXTURE_2D,0);
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532 bDetail=(GLboolean*)malloc(MAXSORTTEX*sizeof(GLboolean));
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533 memset(bDetail,0,MAXSORTTEX*sizeof(GLboolean));
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535 glDeleteTextures(MAXSORTTEX,uiStexturePage);
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537 for(i=0;i<MAXSORTTEX;i++)
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539 if(bDetail[i]) iCnt++;
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540 uiStexturePage[i]=0;
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545 if(b) iSortTexCnt=MAXSORTTEX-min(1,0);
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546 else iSortTexCnt=iCnt-3+min(1,0); // place for menu&texwnd
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548 if(iSortTexCnt<8) iSortTexCnt=8;
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551 ////////////////////////////////////////////////////////////////////////
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552 // Main init of textures
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553 ////////////////////////////////////////////////////////////////////////
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555 void InitializeTextureStore()
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559 if(iGPUHeight==1024)
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565 iTexGarbageCollection=0;
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575 memset(vertex,0,4*sizeof(OGLVertex)); // init vertices
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577 gTexName=0; // init main tex name
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579 iTexWndLimit=MAXWNDTEXCACHE;
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580 /* if(!iUsePalTextures) */iTexWndLimit/=2;
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582 memset(wcWndtexStore,0,sizeof(textureWndCacheEntry)*
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584 texturepart=(GLubyte *)malloc(256*256*4);
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585 memset(texturepart,0,256*256*4);
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586 texturebuffer=NULL;
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588 for(i=0;i<3;i++) // -> info for 32*3
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589 for(j=0;j<MAXTPAGES;j++)
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591 pscSubtexStore[i][j]=(textureSubCacheEntryS *)malloc(CSUBSIZES*sizeof(textureSubCacheEntryS));
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592 memset(pscSubtexStore[i][j],0,CSUBSIZES*sizeof(textureSubCacheEntryS));
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594 for(i=0;i<MAXSORTTEX;i++) // -> info 0..511
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596 pxSsubtexLeft[i]=(EXLong *)malloc(CSUBSIZE*sizeof(EXLong));
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597 memset(pxSsubtexLeft[i],0,CSUBSIZE*sizeof(EXLong));
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598 uiStexturePage[i]=0;
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602 ////////////////////////////////////////////////////////////////////////
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603 // Clean up on exit
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604 ////////////////////////////////////////////////////////////////////////
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606 void CleanupTextureStore()
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608 int i,j;textureWndCacheEntry * tsx;
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609 //----------------------------------------------------//
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610 glBindTexture(GL_TEXTURE_2D,0);
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611 //----------------------------------------------------//
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612 free(texturepart); // free tex part
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616 free(texturebuffer);
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619 //----------------------------------------------------//
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620 tsx=wcWndtexStore; // loop tex window cache
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621 for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
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623 if(tsx->texname) // -> some tex?
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624 glDeleteTextures(1,&tsx->texname); // --> delete it
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626 iMaxTexWnds=0; // no more tex wnds
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627 //----------------------------------------------------//
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628 if(gTexMovieName!=0) // some movie tex?
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629 glDeleteTextures(1, &gTexMovieName); // -> delete it
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630 gTexMovieName=0; // no more movie tex
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631 //----------------------------------------------------//
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632 if(gTexFrameName!=0) // some 15bit framebuffer tex?
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633 glDeleteTextures(1, &gTexFrameName); // -> delete it
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634 gTexFrameName=0; // no more movie tex
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635 //----------------------------------------------------//
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636 if(gTexBlurName!=0) // some 15bit framebuffer tex?
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637 glDeleteTextures(1, &gTexBlurName); // -> delete it
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638 gTexBlurName=0; // no more movie tex
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639 //----------------------------------------------------//
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640 for(i=0;i<3;i++) // -> loop
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641 for(j=0;j<MAXTPAGES;j++) // loop tex pages
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643 free(pscSubtexStore[i][j]); // -> clean mem
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645 for(i=0;i<MAXSORTTEX;i++)
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647 if(uiStexturePage[i]) // --> tex used ?
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649 glDeleteTextures(1,&uiStexturePage[i]);
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650 uiStexturePage[i]=0; // --> delete it
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652 free(pxSsubtexLeft[i]); // -> clean mem
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654 //----------------------------------------------------//
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657 ////////////////////////////////////////////////////////////////////////
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658 // Reset textures in game...
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659 ////////////////////////////////////////////////////////////////////////
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661 void ResetTextureArea(BOOL bDelTex)
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663 int i,j;textureSubCacheEntryS * tss;EXLong * lu;
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664 textureWndCacheEntry * tsx;
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665 //----------------------------------------------------//
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669 //----------------------------------------------------//
\r
670 if(bDelTex) {glBindTexture(GL_TEXTURE_2D,0);gTexName=0;}
\r
671 //----------------------------------------------------//
\r
673 for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
\r
676 if(bDelTex && tsx->texname)
\r
678 glDeleteTextures(1,&tsx->texname);
\r
683 //----------------------------------------------------//
\r
686 for(j=0;j<MAXTPAGES;j++)
\r
688 tss=pscSubtexStore[i][j];
\r
689 (tss+SOFFA)->pos.l=0;
\r
690 (tss+SOFFB)->pos.l=0;
\r
691 (tss+SOFFC)->pos.l=0;
\r
692 (tss+SOFFD)->pos.l=0;
\r
695 for(i=0;i<iSortTexCnt;i++)
\r
697 lu=pxSsubtexLeft[i];
\r
699 if(bDelTex && uiStexturePage[i])
\r
700 {glDeleteTextures(1,&uiStexturePage[i]);uiStexturePage[i]=0;}
\r
705 ////////////////////////////////////////////////////////////////////////
\r
706 // Invalidate tex windows
\r
707 ////////////////////////////////////////////////////////////////////////
\r
709 void InvalidateWndTextureArea(long X,long Y,long W, long H)
\r
711 int i,px1,px2,py1,py2,iYM=1;
\r
712 textureWndCacheEntry * tsw=wcWndtexStore;
\r
716 if(X<0) X=0;if(X>1023) X=1023;
\r
717 if(W<0) W=0;if(W>1023) W=1023;
\r
718 if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
\r
719 if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
\r
722 if(iGPUHeight==1024) iYM=3;
\r
725 py2=min(iYM,H>>8); // y: 0 or 1
\r
728 px2=min(15,(W>>6));
\r
732 py1=py1<<4;px1+=py1;px2+=py1; // change to 0-31
\r
733 for(i=0;i<iMaxTexWnds;i++,tsw++)
\r
737 if(tsw->pageid>=px1 && tsw->pageid<=px2)
\r
746 py1=px1+16;py2=px2+16;
\r
747 for(i=0;i<iMaxTexWnds;i++,tsw++)
\r
751 if((tsw->pageid>=px1 && tsw->pageid<=px2) ||
\r
752 (tsw->pageid>=py1 && tsw->pageid<=py2))
\r
760 // adjust tex window count
\r
761 tsw=wcWndtexStore+iMaxTexWnds-1;
\r
762 while(iMaxTexWnds && !tsw->used) {iMaxTexWnds--;tsw--;}
\r
767 ////////////////////////////////////////////////////////////////////////
\r
768 // same for sort textures
\r
769 ////////////////////////////////////////////////////////////////////////
\r
771 void MarkFree(textureSubCacheEntryS * tsx)
\r
773 EXLong * ul, * uls;
\r
774 int j,iMax;u8 x1,y1,dx,dy;
\r
776 uls=pxSsubtexLeft[tsx->cTexID];
\r
777 iMax=uls->l;ul=uls+1;
\r
781 for(j=0;j<iMax;j++,ul++)
\r
782 if(ul->l==0xffffffff) break;
\r
786 if(j==iMax) uls->l=uls->l+1;
\r
788 x1=tsx->posTX;dx=tsx->pos.c[2]-tsx->pos.c[3];
\r
789 if(tsx->posTX) {x1--;dx+=3;}
\r
790 y1=tsx->posTY;dy=tsx->pos.c[0]-tsx->pos.c[1];
\r
791 if(tsx->posTY) {y1--;dy+=3;}
\r
800 void InvalidateSubSTextureArea(long X,long Y,long W, long H)
\r
802 int i,j,k,iMax,px,py,px1,px2,py1,py2,iYM=1;
\r
803 EXLong npos;textureSubCacheEntryS * tsb;
\r
804 long x1,x2,y1,y2,xa,sw;
\r
808 if(X<0) X=0;if(X>1023) X=1023;
\r
809 if(W<0) W=0;if(W>1023) W=1023;
\r
810 if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
\r
811 if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
\r
814 if(iGPUHeight==1024) iYM=3;
\r
817 py2=min(iYM,H>>8); // y: 0 or 1
\r
818 px1=max(0,(X>>6)-3);
\r
819 px2=min(15,(W>>6)+3); // x: 0-15
\r
821 for(py=py1;py<=py2;py++)
\r
823 j=(py<<4)+px1; // get page
\r
825 y1=py*256;y2=y1+255;
\r
832 if(y2<y1) {sw=y1;y1=y2;y2=sw;}
\r
836 for(px=px1;px<=px2;px++,j++)
\r
847 if(x2<x1) {sw=x1;x1=x2;x2=sw;}
\r
849 if (dwGPUVersion == 2)
\r
852 npos.l=((x1-xa)<<(26-k))|((x2-xa)<<(18-k))|y1|y2;
\r
855 tsb=pscSubtexStore[k][j]+SOFFA;iMax=tsb->pos.l;tsb++;
\r
856 for(i=0;i<iMax;i++,tsb++)
\r
857 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
859 // if(npos.l & 0x00800000)
\r
861 tsb=pscSubtexStore[k][j]+SOFFB;iMax=tsb->pos.l;tsb++;
\r
862 for(i=0;i<iMax;i++,tsb++)
\r
863 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
866 // if(npos.l & 0x00000080)
\r
868 tsb=pscSubtexStore[k][j]+SOFFC;iMax=tsb->pos.l;tsb++;
\r
869 for(i=0;i<iMax;i++,tsb++)
\r
870 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
873 // if(npos.l & 0x00800080)
\r
875 tsb=pscSubtexStore[k][j]+SOFFD;iMax=tsb->pos.l;tsb++;
\r
876 for(i=0;i<iMax;i++,tsb++)
\r
877 if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
\r
885 ////////////////////////////////////////////////////////////////////////
\r
886 // Invalidate some parts of cache: main routine
\r
887 ////////////////////////////////////////////////////////////////////////
\r
889 void InvalidateTextureAreaEx(void)
\r
891 short W=sxmax-sxmin;
\r
892 short H=symax-symin;
\r
894 if(W==0 && H==0) return;
\r
897 InvalidateWndTextureArea(sxmin,symin,W,H);
\r
899 InvalidateSubSTextureArea(sxmin,symin,W,H);
\r
902 ////////////////////////////////////////////////////////////////////////
\r
904 void InvalidateTextureArea(long X,long Y,long W, long H)
\r
906 if(W==0 && H==0) return;
\r
908 if(iMaxTexWnds) InvalidateWndTextureArea(X,Y,W,H);
\r
910 InvalidateSubSTextureArea(X,Y,W,H);
\r
914 ////////////////////////////////////////////////////////////////////////
\r
915 // tex window: define
\r
916 ////////////////////////////////////////////////////////////////////////
\r
918 void DefineTextureWnd(void)
\r
921 glGenTextures(1, &gTexName);
\r
923 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
925 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
926 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
929 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
930 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
933 glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
\r
936 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
939 ////////////////////////////////////////////////////////////////////////
\r
940 // tex window: load packed stretch
\r
941 ////////////////////////////////////////////////////////////////////////
\r
943 void LoadStretchPackedWndTexturePage(int pageid, int mode, short cx, short cy)
\r
945 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
\r
946 unsigned int palstart;
\r
947 unsigned short *px,*pa,*ta;
\r
948 u8 *cSRCPtr,*cOSRCPtr;
\r
949 unsigned short *wSRCPtr,*wOSRCPtr;
\r
950 unsigned long LineOffset;unsigned short s;
\r
951 int pmult=pageid/16;
\r
952 unsigned short (*LPTCOL)(unsigned short);
\r
954 LPTCOL=PTCF[DrawSemiTrans];
\r
956 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
957 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
959 pa=px=(unsigned short *)ubPaletteBuffer;
\r
960 ta=(unsigned short *)texturepart;
\r
961 palstart=cx+(cy*1024);
\r
967 //--------------------------------------------------//
\r
968 // 4bit texture load ..
\r
972 unsigned int TXV,TXU,n_xi,n_yi;
\r
974 wSRCPtr=psxVuw+palstart;
\r
975 for(row=0;row<16;row++)
\r
976 *px++=LPTCOL(*wSRCPtr++);
\r
979 for(TXV=g_y1;TXV<=column;TXV++)
\r
982 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
984 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
985 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
987 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
990 if(ldx) {*ta++=s;ldx--;}
\r
995 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
996 *ta++=*(ta-(g_x2-g_x1));
\r
1000 DefineTextureWnd();
\r
1006 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1008 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1010 wSRCPtr=psxVuw+palstart;
\r
1011 for(row=0;row<16;row++)
\r
1012 *px++=LPTCOL(*wSRCPtr++);
\r
1014 sxm=g_x1&1;sxh=g_x1>>1;
\r
1015 if(sxm) j=g_x1+1; else j=g_x1;
\r
1016 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1017 for(column=g_y1;column<=g_y2;column++)
\r
1019 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1020 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1022 for(row=j;row<=g_x2-ldxo;row++)
\r
1024 s=*(pa+(*cSRCPtr & 0xF));
\r
1026 if(ldx) {*ta++=s;ldx--;}
\r
1028 if(row<=g_x2-ldxo)
\r
1030 s=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1032 if(ldx) {*ta++=s;ldx--;}
\r
1037 if(ldy && column&1)
\r
1038 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1039 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1042 DefineTextureWnd();
\r
1044 //--------------------------------------------------//
\r
1045 // 8bit texture load ..
\r
1049 unsigned int TXV,TXU,n_xi,n_yi;
\r
1051 wSRCPtr=psxVuw+palstart;
\r
1052 for(row=0;row<256;row++)
\r
1053 *px++=LPTCOL(*wSRCPtr++);
\r
1056 for(TXV=g_y1;TXV<=column;TXV++)
\r
1059 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1061 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1062 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1064 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1067 if(ldx) {*ta++=s;ldx--;}
\r
1072 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1073 *ta++=*(ta-(g_x2-g_x1));
\r
1078 DefineTextureWnd();
\r
1083 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1085 // not using a lookup table here... speeds up smaller texture areas
\r
1086 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1087 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1089 for(column=g_y1;column<=g_y2;column++)
\r
1091 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1092 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1094 s=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1096 if(ldx) {*ta++=s;ldx--;}
\r
1098 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1099 else cSRCPtr+=LineOffset;
\r
1102 DefineTextureWnd();
\r
1104 //--------------------------------------------------//
\r
1105 // 16bit texture load ..
\r
1107 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1108 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1109 LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
\r
1111 for(column=g_y1;column<=g_y2;column++)
\r
1113 wOSRCPtr=wSRCPtr;ldx=ldxo;
\r
1114 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1116 s=LPTCOL(*wSRCPtr++);
\r
1118 if(ldx) {*ta++=s;ldx--;}
\r
1120 if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
\r
1121 else wSRCPtr+=LineOffset;
\r
1124 DefineTextureWnd();
\r
1126 //--------------------------------------------------//
\r
1127 // others are not possible !
\r
1131 ////////////////////////////////////////////////////////////////////////
\r
1132 // tex window: load stretched
\r
1133 ////////////////////////////////////////////////////////////////////////
\r
1135 void LoadStretchWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1137 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo,s;
\r
1138 unsigned int palstart;
\r
1139 unsigned long *px,*pa,*ta;
\r
1140 u8 *cSRCPtr,*cOSRCPtr;
\r
1141 unsigned short *wSRCPtr,*wOSRCPtr;
\r
1142 unsigned long LineOffset;
\r
1143 int pmult=pageid/16;
\r
1144 unsigned long (*LTCOL)(unsigned long);
\r
1146 LTCOL=TCF[DrawSemiTrans];
\r
1148 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
1149 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
1151 pa=px=(unsigned long *)ubPaletteBuffer;
\r
1152 ta=(unsigned long *)texturepart;
\r
1153 palstart=cx+(cy*1024);
\r
1159 //--------------------------------------------------//
\r
1160 // 4bit texture load ..
\r
1162 //------------------- ZN STUFF
\r
1166 unsigned int TXV,TXU,n_xi,n_yi;
\r
1168 wSRCPtr=psxVuw+palstart;
\r
1172 *px =LTCOL(*wSRCPtr);
\r
1173 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1174 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1175 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1176 row--;px+=4;wSRCPtr+=4;
\r
1181 for(TXV=g_y1;TXV<=column;TXV++)
\r
1184 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1186 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1187 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1189 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1192 if(ldx) {*ta++=s;ldx--;}
\r
1197 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1198 *ta++=*(ta-(g_x2-g_x1));
\r
1202 DefineTextureWnd();
\r
1207 //-------------------
\r
1209 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1210 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1212 wSRCPtr=psxVuw+palstart;
\r
1213 for(row=0;row<16;row++)
\r
1214 *px++=LTCOL(*wSRCPtr++);
\r
1216 sxm=g_x1&1;sxh=g_x1>>1;
\r
1217 if(sxm) j=g_x1+1; else j=g_x1;
\r
1218 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1219 for(column=g_y1;column<=g_y2;column++)
\r
1221 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1222 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1224 for(row=j;row<=g_x2-ldxo;row++)
\r
1226 s=*(pa+(*cSRCPtr & 0xF));
\r
1228 if(ldx) {*ta++=s;ldx--;}
\r
1230 if(row<=g_x2-ldxo)
\r
1232 s=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1234 if(ldx) {*ta++=s;ldx--;}
\r
1238 if(ldy && column&1)
\r
1239 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1240 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1243 DefineTextureWnd();
\r
1245 //--------------------------------------------------//
\r
1246 // 8bit texture load ..
\r
1248 //------------ ZN STUFF
\r
1251 unsigned int TXV,TXU,n_xi,n_yi;
\r
1253 wSRCPtr=psxVuw+palstart;
\r
1257 *px =LTCOL(*wSRCPtr);
\r
1258 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1259 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1260 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1261 row--;px+=4;wSRCPtr+=4;
\r
1266 for(TXV=g_y1;TXV<=column;TXV++)
\r
1269 for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
\r
1271 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1272 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1274 s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1276 if(ldx) {*ta++=s;ldx--;}
\r
1281 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1282 *ta++=*(ta-(g_x2-g_x1));
\r
1287 DefineTextureWnd();
\r
1293 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1295 // not using a lookup table here... speeds up smaller texture areas
\r
1296 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1297 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1299 for(column=g_y1;column<=g_y2;column++)
\r
1301 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1302 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1304 s=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1306 if(ldx) {*ta++=s;ldx--;}
\r
1308 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1309 else cSRCPtr+=LineOffset;
\r
1312 DefineTextureWnd();
\r
1314 //--------------------------------------------------//
\r
1315 // 16bit texture load ..
\r
1317 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1319 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1320 LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
\r
1322 for(column=g_y1;column<=g_y2;column++)
\r
1324 wOSRCPtr=wSRCPtr;ldx=ldxo;
\r
1325 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1327 s=LTCOL(*wSRCPtr++);
\r
1329 if(ldx) {*ta++=s;ldx--;}
\r
1331 if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
\r
1332 else wSRCPtr+=LineOffset;
\r
1335 DefineTextureWnd();
\r
1337 //--------------------------------------------------//
\r
1338 // others are not possible !
\r
1342 ////////////////////////////////////////////////////////////////////////
\r
1343 // tex window: load packed simple
\r
1344 ////////////////////////////////////////////////////////////////////////
\r
1346 void LoadPackedWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1348 unsigned long start,row,column,j,sxh,sxm;
\r
1349 unsigned int palstart;
\r
1350 unsigned short *px,*pa,*ta;
\r
1352 unsigned short *wSRCPtr;
\r
1353 unsigned long LineOffset;
\r
1354 int pmult=pageid/16;
\r
1355 unsigned short (*LPTCOL)(unsigned short);
\r
1357 LPTCOL=PTCF[DrawSemiTrans];
\r
1359 pa=px=(unsigned short *)ubPaletteBuffer;
\r
1360 ta=(unsigned short *)texturepart;
\r
1361 palstart=cx+(cy*1024);
\r
1367 //--------------------------------------------------//
\r
1368 // 4bit texture load ..
\r
1372 unsigned int TXV,TXU,n_xi,n_yi;
\r
1374 wSRCPtr=psxVuw+palstart;
\r
1375 for(row=0;row<16;row++)
\r
1376 *px++=LPTCOL(*wSRCPtr++);
\r
1378 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1380 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1382 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1383 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1385 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1389 DefineTextureWnd();
\r
1394 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1396 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1398 wSRCPtr=psxVuw+palstart;
\r
1399 for(row=0;row<16;row++)
\r
1400 *px++=LPTCOL(*wSRCPtr++);
\r
1402 sxm=g_x1&1;sxh=g_x1>>1;
\r
1403 if(sxm) j=g_x1+1; else j=g_x1;
\r
1404 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1405 for(column=g_y1;column<=g_y2;column++)
\r
1407 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1409 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1411 for(row=j;row<=g_x2;row++)
\r
1413 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
1414 if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1419 DefineTextureWnd();
\r
1421 //--------------------------------------------------//
\r
1422 // 8bit texture load ..
\r
1426 unsigned int TXV,TXU,n_xi,n_yi;
\r
1428 wSRCPtr=psxVuw+palstart;
\r
1429 for(row=0;row<256;row++)
\r
1430 *px++=LPTCOL(*wSRCPtr++);
\r
1432 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1434 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1436 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1437 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1439 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1443 DefineTextureWnd();
\r
1448 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1450 // not using a lookup table here... speeds up smaller texture areas
\r
1451 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1452 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1454 for(column=g_y1;column<=g_y2;column++)
\r
1456 for(row=g_x1;row<=g_x2;row++)
\r
1457 *ta++=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1458 cSRCPtr+=LineOffset;
\r
1461 DefineTextureWnd();
\r
1463 //--------------------------------------------------//
\r
1464 // 16bit texture load ..
\r
1466 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1467 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1468 LineOffset = 1024 - (g_x2-g_x1+1);
\r
1470 for(column=g_y1;column<=g_y2;column++)
\r
1472 for(row=g_x1;row<=g_x2;row++)
\r
1473 *ta++=LPTCOL(*wSRCPtr++);
\r
1474 wSRCPtr+=LineOffset;
\r
1477 DefineTextureWnd();
\r
1479 //--------------------------------------------------//
\r
1480 // others are not possible !
\r
1484 ////////////////////////////////////////////////////////////////////////
\r
1485 // tex window: load simple
\r
1486 ////////////////////////////////////////////////////////////////////////
\r
1488 void LoadWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1490 unsigned long start,row,column,j,sxh,sxm;
\r
1491 unsigned int palstart;
\r
1492 unsigned long *px,*pa,*ta;
\r
1494 unsigned short *wSRCPtr;
\r
1495 unsigned long LineOffset;
\r
1496 int pmult=pageid/16;
\r
1497 unsigned long (*LTCOL)(unsigned long);
\r
1499 LTCOL=TCF[DrawSemiTrans];
\r
1501 pa=px=(unsigned long *)ubPaletteBuffer;
\r
1502 ta=(unsigned long *)texturepart;
\r
1503 palstart=cx+(cy*1024);
\r
1509 //--------------------------------------------------//
\r
1510 // 4bit texture load ..
\r
1514 unsigned int TXV,TXU,n_xi,n_yi;
\r
1516 wSRCPtr=psxVuw+palstart;
\r
1520 *px =LTCOL(*wSRCPtr);
\r
1521 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1522 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1523 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1524 row--;px+=4;wSRCPtr+=4;
\r
1528 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1530 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1532 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
1533 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
1535 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
1539 DefineTextureWnd();
\r
1544 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1546 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
1548 wSRCPtr=psxVuw+palstart;
\r
1549 for(row=0;row<16;row++)
\r
1550 *px++=LTCOL(*wSRCPtr++);
\r
1552 sxm=g_x1&1;sxh=g_x1>>1;
\r
1553 if(sxm) j=g_x1+1; else j=g_x1;
\r
1554 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1555 for(column=g_y1;column<=g_y2;column++)
\r
1557 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1559 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
1561 for(row=j;row<=g_x2;row++)
\r
1563 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
1564 if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
1569 DefineTextureWnd();
\r
1571 //--------------------------------------------------//
\r
1572 // 8bit texture load ..
\r
1576 unsigned int TXV,TXU,n_xi,n_yi;
\r
1578 wSRCPtr=psxVuw+palstart;
\r
1582 *px =LTCOL(*wSRCPtr);
\r
1583 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
1584 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
1585 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
1586 row--;px+=4;wSRCPtr+=4;
\r
1590 for(TXV=g_y1;TXV<=g_y2;TXV++)
\r
1592 for(TXU=g_x1;TXU<=g_x2;TXU++)
\r
1594 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
1595 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
1597 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
1601 DefineTextureWnd();
\r
1606 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1608 // not using a lookup table here... speeds up smaller texture areas
\r
1609 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1610 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1612 for(column=g_y1;column<=g_y2;column++)
\r
1614 for(row=g_x1;row<=g_x2;row++)
\r
1615 *ta++=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
\r
1616 cSRCPtr+=LineOffset;
\r
1619 DefineTextureWnd();
\r
1621 //--------------------------------------------------//
\r
1622 // 16bit texture load ..
\r
1624 start=((pageid-16*pmult)*64)+256*1024*pmult;
\r
1626 wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
\r
1627 LineOffset = 1024 - (g_x2-g_x1+1);
\r
1629 for(column=g_y1;column<=g_y2;column++)
\r
1631 for(row=g_x1;row<=g_x2;row++)
\r
1632 *ta++=LTCOL(*wSRCPtr++);
\r
1633 wSRCPtr+=LineOffset;
\r
1636 DefineTextureWnd();
\r
1638 //--------------------------------------------------//
\r
1639 // others are not possible !
\r
1643 ////////////////////////////////////////////////////////////////////////
\r
1644 ////////////////////////////////////////////////////////////////////////
\r
1645 ////////////////////////////////////////////////////////////////////////
\r
1646 ////////////////////////////////////////////////////////////////////////
\r
1648 void UploadTexWndPal(int mode,short cx,short cy)
\r
1650 unsigned int i,iSize;
\r
1651 unsigned short * wSrcPtr;
\r
1652 unsigned long * ta=(unsigned long *)texturepart;
\r
1654 wSrcPtr=psxVuw+cx+(cy*1024);
\r
1655 if(mode==0) i=4; else i=64;
\r
1661 *ta =PALCOL(*wSrcPtr);
\r
1662 *(ta+1)=PALCOL(*(wSrcPtr+1));
\r
1663 *(ta+2)=PALCOL(*(wSrcPtr+2));
\r
1664 *(ta+3)=PALCOL(*(wSrcPtr+3));
\r
1665 ta+=4;wSrcPtr+=4;i--;
\r
1669 /* (*glColorTableEXTEx)(GL_TEXTURE_2D,GL_RGBA8,iSize,
\r
1670 GL_RGBA,GL_UNSIGNED_BYTE,texturepart);
\r
1673 ////////////////////////////////////////////////////////////////////////
\r
1675 void DefinePalTextureWnd(void)
\r
1678 glGenTextures(1, &gTexName);
\r
1680 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1682 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
\r
1683 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
\r
1686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1687 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1690 glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
\r
1691 TWin.Position.x1,
\r
1692 TWin.Position.y1,
\r
1693 0, GL_RGBA, GL_UNSIGNED_BYTE,texturepart);
\r
1696 ///////////////////////////////////////////////////////
\r
1698 void LoadPalWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1700 unsigned long start,row,column,j,sxh,sxm;
\r
1703 unsigned long LineOffset;
\r
1704 int pmult=pageid/16;
\r
1706 ta=(u8 *)texturepart;
\r
1710 //--------------------------------------------------//
\r
1711 // 4bit texture load ..
\r
1713 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1715 sxm=g_x1&1;sxh=g_x1>>1;
\r
1716 if(sxm) j=g_x1+1; else j=g_x1;
\r
1717 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1718 for(column=g_y1;column<=g_y2;column++)
\r
1720 cSRCPtr = psxVub + start + (2048*column) + sxh;
\r
1722 if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
\r
1724 for(row=j;row<=g_x2;row++)
\r
1726 *ta++=(*cSRCPtr & 0xF); row++;
\r
1727 if(row<=g_x2) *ta++=((*cSRCPtr >> 4) & 0xF);
\r
1732 DefinePalTextureWnd();
\r
1734 //--------------------------------------------------//
\r
1735 // 8bit texture load ..
\r
1737 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1739 // not using a lookup table here... speeds up smaller texture areas
\r
1740 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1741 LineOffset = 2048 - (g_x2-g_x1+1);
\r
1743 for(column=g_y1;column<=g_y2;column++)
\r
1745 for(row=g_x1;row<=g_x2;row++)
\r
1747 cSRCPtr+=LineOffset;
\r
1750 DefinePalTextureWnd();
\r
1753 UploadTexWndPal(mode,cx,cy);
\r
1756 ////////////////////////////////////////////////////////////////////////
\r
1758 void LoadStretchPalWndTexturePage(int pageid, int mode, short cx, short cy)
\r
1760 unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
\r
1762 u8 *cSRCPtr,*cOSRCPtr;
\r
1763 unsigned long LineOffset;
\r
1764 int pmult=pageid/16;
\r
1766 ldxo=TWin.Position.x1-TWin.OPosition.x1;
\r
1767 ldy =TWin.Position.y1-TWin.OPosition.y1;
\r
1769 ta=(u8 *)texturepart;
\r
1773 //--------------------------------------------------//
\r
1774 // 4bit texture load ..
\r
1776 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1778 sxm=g_x1&1;sxh=g_x1>>1;
\r
1779 if(sxm) j=g_x1+1; else j=g_x1;
\r
1780 cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
\r
1781 for(column=g_y1;column<=g_y2;column++)
\r
1783 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1784 if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
\r
1786 for(row=j;row<=g_x2-ldxo;row++)
\r
1788 s=(*cSRCPtr & 0xF);
\r
1790 if(ldx) {*ta++=s;ldx--;}
\r
1792 if(row<=g_x2-ldxo)
\r
1794 s=((*cSRCPtr >> 4) & 0xF);
\r
1796 if(ldx) {*ta++=s;ldx--;}
\r
1800 if(ldy && column&1)
\r
1801 {ldy--;cSRCPtr = cOSRCPtr;}
\r
1802 else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
\r
1805 DefinePalTextureWnd();
\r
1807 //--------------------------------------------------//
\r
1808 // 8bit texture load ..
\r
1810 start=((pageid-16*pmult)*128)+256*2048*pmult;
\r
1812 cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
\r
1813 LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
\r
1815 for(column=g_y1;column<=g_y2;column++)
\r
1817 cOSRCPtr=cSRCPtr;ldx=ldxo;
\r
1818 for(row=g_x1;row<=g_x2-ldxo;row++)
\r
1822 if(ldx) {*ta++=s;ldx--;}
\r
1824 if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
\r
1825 else cSRCPtr+=LineOffset;
\r
1828 DefinePalTextureWnd();
\r
1831 UploadTexWndPal(mode,cx,cy);
\r
1834 ////////////////////////////////////////////////////////////////////////
\r
1835 // tex window: main selecting, cache handler included
\r
1836 ////////////////////////////////////////////////////////////////////////
\r
1838 GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId)
\r
1840 textureWndCacheEntry * ts, * tsx=NULL;
\r
1841 int i;short cx,cy;
\r
1844 npos.c[3]=TWin.Position.x0;
\r
1845 npos.c[2]=TWin.OPosition.x1;
\r
1846 npos.c[1]=TWin.Position.y0;
\r
1847 npos.c[0]=TWin.OPosition.y1;
\r
1849 g_x1=TWin.Position.x0;g_x2=g_x1+TWin.Position.x1-1;
\r
1850 g_y1=TWin.Position.y0;g_y2=g_y1+TWin.Position.y1-1;
\r
1852 if(TextureMode==2) {GivenClutId=0;cx=cy=0;}
\r
1855 cx=((GivenClutId << 4) & 0x3F0);cy=((GivenClutId >> 6) & CLUTYMASK);
\r
1856 GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30);
\r
1858 // palette check sum
\r
1860 unsigned long l=0,row;
\r
1861 unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
1862 if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
1863 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
1864 l=(l+HIWORD(l))&0x3fffL;
\r
1865 GivenClutId|=(l<<16);
\r
1872 for(i=0;i<iMaxTexWnds;i++,ts++)
\r
1876 if(ts->pos.l==npos.l &&
\r
1877 ts->pageid==pageid &&
\r
1878 ts->textureMode==TextureMode)
\r
1880 if(ts->ClutID==GivenClutId)
\r
1882 ubOpaqueDraw=ts->Opaque;
\r
1883 return ts->texname;
\r
1892 if(iMaxTexWnds==iTexWndLimit)
\r
1894 tsx=wcWndtexStore+iTexWndTurn;
\r
1896 if(iTexWndTurn==iTexWndLimit) iTexWndTurn=0;
\r
1900 tsx=wcWndtexStore+iMaxTexWnds;
\r
1905 gTexName=tsx->texname;
\r
1907 if(TWin.OPosition.y1==TWin.Position.y1 &&
\r
1908 TWin.OPosition.x1==TWin.Position.x1)
\r
1910 LoadWndTexturePage(pageid,TextureMode,cx,cy);
\r
1914 LoadStretchWndTexturePage(pageid,TextureMode,cx,cy);
\r
1917 tsx->Opaque=ubOpaqueDraw;
\r
1918 tsx->pos.l=npos.l;
\r
1919 tsx->ClutID=GivenClutId;
\r
1920 tsx->pageid=pageid;
\r
1921 tsx->textureMode=TextureMode;
\r
1922 tsx->texname=gTexName;
\r
1928 /////////////////////////////////////////////////////////////////////////////
\r
1929 /////////////////////////////////////////////////////////////////////////////
\r
1930 /////////////////////////////////////////////////////////////////////////////
\r
1932 ////////////////////////////////////////////////////////////////////////
\r
1933 // movie texture: define
\r
1934 ////////////////////////////////////////////////////////////////////////
\r
1936 void DefinePackedTextureMovie(void)
\r
1938 if(gTexMovieName==0)
\r
1940 glGenTextures(1, &gTexMovieName);
\r
1941 gTexName=gTexMovieName;
\r
1942 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1944 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
1945 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
1947 if(!bUseFastMdec)
\r
1949 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
1950 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
1954 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1955 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1958 glTexImage2D(GL_TEXTURE_2D, 0, //giWantedRGBA,
\r
1960 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
1964 gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1967 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
\r
1968 (xrMovieArea.x1-xrMovieArea.x0),
\r
1969 (xrMovieArea.y1-xrMovieArea.y0),
\r
1971 GL_UNSIGNED_SHORT,
\r
1975 ////////////////////////////////////////////////////////////////////////
\r
1977 void DefineTextureMovie(void)
\r
1979 if(gTexMovieName==0)
\r
1981 glGenTextures(1, &gTexMovieName);
\r
1982 gTexName=gTexMovieName;
\r
1983 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
1985 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
1986 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
1988 if(!bUseFastMdec)
\r
1990 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
1991 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
1995 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
1996 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
1999 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
2003 gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2006 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
\r
2007 (xrMovieArea.x1-xrMovieArea.x0),
\r
2008 (xrMovieArea.y1-xrMovieArea.y0),
\r
2009 GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
2012 ////////////////////////////////////////////////////////////////////////
\r
2013 // movie texture: load
\r
2014 ////////////////////////////////////////////////////////////////////////
\r
2016 #define MRED(x) ((x>>3) & 0x1f)
\r
2017 #define MGREEN(x) ((x>>6) & 0x3e0)
\r
2018 #define MBLUE(x) ((x>>9) & 0x7c00)
\r
2020 #define XMGREEN(x) ((x>>5) & 0x07c0)
\r
2021 #define XMRED(x) ((x<<8) & 0xf800)
\r
2022 #define XMBLUE(x) ((x>>18) & 0x003e)
\r
2024 ////////////////////////////////////////////////////////////////////////
\r
2025 // movie texture: load
\r
2026 ////////////////////////////////////////////////////////////////////////
\r
2028 u8 * LoadDirectMovieFast(void)
\r
2031 unsigned int startxy;
\r
2033 unsigned long * ta=(unsigned long *)texturepart;
\r
2035 if(PSXDisplay.RGB24)
\r
2039 startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
\r
2041 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
\r
2043 pD=(u8 *)&psxVuw[startxy];
\r
2044 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2046 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2053 unsigned long (*LTCOL)(unsigned long);
\r
2055 LTCOL=XP8RGBA_0;//TCF[0];
\r
2059 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2061 startxy=((1024)*column)+xrMovieArea.x0;
\r
2062 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2063 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2067 return texturepart;
\r
2070 ////////////////////////////////////////////////////////////////////////
\r
2072 GLuint LoadTextureMovieFast(void)
\r
2075 unsigned int start,startxy;
\r
2078 if(PSXDisplay.RGB24)
\r
2081 unsigned long * ta=(unsigned long *)texturepart;
\r
2083 startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
\r
2085 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
\r
2087 //startxy=((1024)*column)+xrMovieArea.x0;
\r
2088 pD=(u8 *)&psxVuw[startxy];
\r
2089 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2091 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2098 unsigned long (*LTCOL)(unsigned long);
\r
2099 unsigned long *ta;
\r
2101 LTCOL=XP8RGBA_0;//TCF[0];
\r
2104 ta=(unsigned long *)texturepart;
\r
2106 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2108 startxy=((1024)*column)+xrMovieArea.x0;
\r
2109 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2110 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2113 DefineTextureMovie();
\r
2118 ////////////////////////////////////////////////////////////////////////
\r
2120 GLuint LoadTextureMovie(void)
\r
2122 short row,column,dx;
\r
2123 unsigned int startxy;
\r
2126 if(bUseFastMdec) return LoadTextureMovieFast();
\r
2128 b_X=FALSE;b_Y=FALSE;
\r
2130 if((xrMovieArea.x1-xrMovieArea.x0)<255) b_X=TRUE;
\r
2131 if((xrMovieArea.y1-xrMovieArea.y0)<255) b_Y=TRUE;
\r
2134 if(PSXDisplay.RGB24)
\r
2137 unsigned long * ta=(unsigned long *)texturepart;
\r
2141 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2143 startxy=((1024)*column)+xrMovieArea.x0;
\r
2144 pD=(u8 *)&psxVuw[startxy];
\r
2145 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2147 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2154 dx=xrMovieArea.x1-xrMovieArea.x0+1;
\r
2155 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2162 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2164 startxy=((1024)*column)+xrMovieArea.x0;
\r
2165 pD=(u8 *)&psxVuw[startxy];
\r
2166 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2168 *ta++=*((unsigned long *)pD)|0xff000000;
\r
2174 dx=xrMovieArea.x1-xrMovieArea.x0;
\r
2175 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2182 unsigned long (*LTCOL)(unsigned long);
\r
2183 unsigned long *ta;
\r
2185 LTCOL=XP8RGBA_0;//TCF[0];
\r
2188 ta=(unsigned long *)texturepart;
\r
2192 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2194 startxy=((1024)*column)+xrMovieArea.x0;
\r
2195 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2196 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2202 dx=xrMovieArea.x1-xrMovieArea.x0+1;
\r
2203 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2210 for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
\r
2212 startxy=((1024)*column)+xrMovieArea.x0;
\r
2213 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2214 *ta++=LTCOL(psxVuw[startxy++]|0x8000);
\r
2219 dx=xrMovieArea.x1-xrMovieArea.x0;
\r
2220 for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
\r
2226 xrMovieArea.x1+=b_X;xrMovieArea.y1+=b_Y;
\r
2227 DefineTextureMovie();
\r
2228 xrMovieArea.x1-=b_X;xrMovieArea.y1-=b_Y;
\r
2233 /////////////////////////////////////////////////////////////////////////////
\r
2234 /////////////////////////////////////////////////////////////////////////////
\r
2235 /////////////////////////////////////////////////////////////////////////////
\r
2237 GLuint BlackFake15BitTexture(void)
\r
2239 long pmult;short x1,x2,y1,y2;
\r
2241 if(PSXDisplay.InterlacedTest) return 0;
\r
2243 pmult=GlobalTexturePage/16;
\r
2245 x2=gl_ux[6]-gl_ux[7];
\r
2247 y2=gl_ux[4]-gl_ux[5];
\r
2256 x1+=((GlobalTexturePage-16*pmult)<<6);
\r
2258 if( FastCheckAgainstFrontScreen(x1,y1,x2,y2)
\r
2259 || FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2261 if(!gTexFrameName)
\r
2263 glGenTextures(1, &gTexFrameName);
\r
2264 gTexName=gTexFrameName;
\r
2265 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
2268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
2269 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
2270 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
2273 unsigned long * ta=(unsigned long *)texturepart;
\r
2274 for(y1=0;y1<=4;y1++)
\r
2275 for(x1=0;x1<=4;x1++)
\r
2278 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
2282 gTexName=gTexFrameName;
\r
2283 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2288 return (GLuint)gTexName;
\r
2293 /////////////////////////////////////////////////////////////////////////////
\r
2295 BOOL bFakeFrontBuffer=FALSE;
\r
2296 BOOL bIgnoreNextTile =FALSE;
\r
2300 GLuint Fake15BitTexture(void)
\r
2302 long pmult;short x1,x2,y1,y2;int iYAdjust;
\r
2303 float ScaleX,ScaleY;RECT rSrc;
\r
2305 if(iFrameTexType==1) return BlackFake15BitTexture();
\r
2306 if(PSXDisplay.InterlacedTest) return 0;
\r
2308 pmult=GlobalTexturePage/16;
\r
2310 x2=gl_ux[6]-gl_ux[7];
\r
2312 y2=gl_ux[4]-gl_ux[5];
\r
2315 x1+=((GlobalTexturePage-16*pmult)<<6);
\r
2317 if(iFrameTexType==3)
\r
2319 if(iFrameReadType==4) return 0;
\r
2321 if(!FastCheckAgainstFrontScreen(x1,y1,x2,y2) &&
\r
2322 !FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2325 if(bFakeFrontBuffer) bIgnoreNextTile=TRUE;
\r
2326 CheckVRamReadEx(x1,y1,x1+x2,y1+y2);
\r
2330 /////////////////////////
\r
2332 if(FastCheckAgainstFrontScreen(x1,y1,x2,y2))
\r
2334 x1-=PSXDisplay.DisplayPosition.x;
\r
2335 y1-=PSXDisplay.DisplayPosition.y;
\r
2338 if(FastCheckAgainstScreen(x1,y1,x2,y2))
\r
2340 x1-=PreviousPSXDisplay.DisplayPosition.x;
\r
2341 y1-=PreviousPSXDisplay.DisplayPosition.y;
\r
2345 bDrawMultiPass = FALSE;
\r
2347 if(!gTexFrameName)
\r
2351 if(iResX>1280 || iResY>1024) iFTex=2048;
\r
2353 if(iResX>640 || iResY>480) iFTex=1024;
\r
2356 glGenTextures(1, &gTexFrameName);
\r
2357 gTexName=gTexFrameName;
\r
2358 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
2361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
2362 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
2363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
2365 p=(s8 *)malloc(iFTex*iFTex*4);
\r
2366 memset(p,0,iFTex*iFTex*4);
\r
2367 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iFTex, iFTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
\r
2374 gTexName=gTexFrameName;
\r
2375 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
2378 x1+=PreviousPSXDisplay.Range.x0;
\r
2379 y1+=PreviousPSXDisplay.Range.y0;
\r
2381 if(PSXDisplay.DisplayMode.x)
\r
2382 ScaleX=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
\r
2384 if(PSXDisplay.DisplayMode.y)
\r
2385 ScaleY=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
\r
2388 rSrc.left =max(x1*ScaleX,0);
\r
2389 rSrc.right =min((x1+x2)*ScaleX+0.99f,iResX-1);
\r
2390 rSrc.top =max(y1*ScaleY,0);
\r
2391 rSrc.bottom=min((y1+y2)*ScaleY+0.99f,iResY-1);
\r
2393 iYAdjust=(y1+y2)-PSXDisplay.DisplayMode.y;
\r
2395 iYAdjust=(int)((float)iYAdjust*ScaleY)+1;
\r
2398 gl_vy[0]=255-gl_vy[0];
\r
2399 gl_vy[1]=255-gl_vy[1];
\r
2400 gl_vy[2]=255-gl_vy[2];
\r
2401 gl_vy[3]=255-gl_vy[3];
\r
2403 y1=min(gl_vy[0],min(gl_vy[1],min(gl_vy[2],gl_vy[3])));
\r
2409 gl_ux[0]-=gl_ux[7];
\r
2410 gl_ux[1]-=gl_ux[7];
\r
2411 gl_ux[2]-=gl_ux[7];
\r
2412 gl_ux[3]-=gl_ux[7];
\r
2414 ScaleX*=256.0f/((float)(iFTex));
\r
2415 ScaleY*=256.0f/((float)(iFTex));
\r
2417 y1=((float)gl_vy[0]*ScaleY); if(y1>255) y1=255;
\r
2419 y1=((float)gl_vy[1]*ScaleY); if(y1>255) y1=255;
\r
2421 y1=((float)gl_vy[2]*ScaleY); if(y1>255) y1=255;
\r
2423 y1=((float)gl_vy[3]*ScaleY); if(y1>255) y1=255;
\r
2426 x1=((float)gl_ux[0]*ScaleX); if(x1>255) x1=255;
\r
2428 x1=((float)gl_ux[1]*ScaleX); if(x1>255) x1=255;
\r
2430 x1=((float)gl_ux[2]*ScaleX); if(x1>255) x1=255;
\r
2432 x1=((float)gl_ux[3]*ScaleX); if(x1>255) x1=255;
\r
2435 x1=rSrc.right-rSrc.left;
\r
2437 if(x1>iFTex) x1=iFTex;
\r
2439 y1=rSrc.bottom-rSrc.top;
\r
2441 if(y1+iYAdjust>iFTex) y1=iFTex-iYAdjust;
\r
2444 glCopyTexSubImage2D( GL_TEXTURE_2D, 0,
\r
2447 rSrc.left+rRatioRect.left,
\r
2448 iResY-rSrc.bottom-rRatioRect.top,
\r
2453 s8 * p=(s8 *)malloc(iFTex*iFTex*4);
\r
2454 memset(p,0,iFTex*iFTex*4);
\r
2455 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iFTex, iFTex,
\r
2456 GL_RGBA, GL_UNSIGNED_BYTE, p);
\r
2465 sprtW=gl_ux[1]-gl_ux[0];
\r
2466 sprtH=-(gl_vy[0]-gl_vy[2]);
\r
2469 return (GLuint)gTexName;
\r
2472 /////////////////////////////////////////////////////////////////////////////
\r
2473 /////////////////////////////////////////////////////////////////////////////
\r
2474 /////////////////////////////////////////////////////////////////////////////
\r
2476 // load texture part (unpacked)
\r
2478 /////////////////////////////////////////////////////////////////////////////
\r
2479 /////////////////////////////////////////////////////////////////////////////
\r
2480 /////////////////////////////////////////////////////////////////////////////
\r
2482 void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy)
\r
2484 unsigned long start,row,column,j,sxh,sxm;
\r
2485 unsigned int palstart;
\r
2486 unsigned long *px,*pa,*ta;
\r
2488 unsigned short *wSRCPtr;
\r
2489 unsigned long LineOffset;
\r
2490 unsigned long x2a,xalign=0;
\r
2491 unsigned long x1=gl_ux[7];
\r
2492 unsigned long x2=gl_ux[6];
\r
2493 unsigned long y1=gl_ux[5];
\r
2494 unsigned long y2=gl_ux[4];
\r
2495 unsigned long dx=x2-x1+1;
\r
2496 unsigned long dy=y2-y1+1;
\r
2497 int pmult=pageid/16;
\r
2498 unsigned long (*LTCOL)(unsigned long);
\r
2499 unsigned int a,r,g,b,cnt,h;
\r
2500 unsigned long scol[8];
\r
2502 LTCOL=TCF[DrawSemiTrans];
\r
2504 pa=px=(unsigned long *)ubPaletteBuffer;
\r
2505 ta=(unsigned long *)texturepart;
\r
2506 palstart=cx+(cy<<10);
\r
2510 if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
\r
2511 if(XTexS) {ta+=1;xalign=2;}
\r
2515 //--------------------------------------------------//
\r
2516 // 4bit texture load ..
\r
2520 unsigned int TXV,TXU,n_xi,n_yi;
\r
2522 wSRCPtr=psxVuw+palstart;
\r
2526 *px =LTCOL(*wSRCPtr);
\r
2527 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2528 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2529 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2530 row--;px+=4;wSRCPtr+=4;
\r
2534 for(TXV=y1;TXV<=y2;TXV++)
\r
2536 for(TXU=x1;TXU<=x2;TXU++)
\r
2538 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
2539 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
2541 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
2548 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2549 // convert CLUT to 32bits .. and then use THAT as a lookup table
\r
2551 wSRCPtr=psxVuw+palstart;
\r
2555 *px =LTCOL(*wSRCPtr);
\r
2556 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2557 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2558 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2559 row--;px+=4;wSRCPtr+=4;
\r
2563 x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
\r
2564 sxm=x1&1;sxh=x1>>1;
\r
2565 j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
\r
2566 for(column=y1;column<=y2;column++)
\r
2568 cSRCPtr = psxVub + start + (column<<11) + sxh;
\r
2570 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
2572 for(row=j;row<x2a;row+=2)
\r
2574 *ta =*(pa+(*cSRCPtr & 0xF));
\r
2575 *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2581 *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
\r
2582 if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2589 //--------------------------------------------------//
\r
2590 // 8bit texture load ..
\r
2594 unsigned int TXV,TXU,n_xi,n_yi;
\r
2596 wSRCPtr=psxVuw+palstart;
\r
2600 *px =LTCOL(*wSRCPtr);
\r
2601 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2602 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2603 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2604 row--;px+=4;wSRCPtr+=4;
\r
2608 for(TXV=y1;TXV<=y2;TXV++)
\r
2610 for(TXU=x1;TXU<=x2;TXU++)
\r
2612 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
2613 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
2615 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
2623 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2625 cSRCPtr = psxVub + start + (y1<<11) + x1;
\r
2626 LineOffset = 2048 - dx;
\r
2630 wSRCPtr=psxVuw+palstart;
\r
2634 *px =LTCOL(*wSRCPtr);
\r
2635 *(px+1)=LTCOL(*(wSRCPtr+1));
\r
2636 *(px+2)=LTCOL(*(wSRCPtr+2));
\r
2637 *(px+3)=LTCOL(*(wSRCPtr+3));
\r
2638 row--;px+=4;wSRCPtr+=4;
\r
2645 do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
\r
2647 cSRCPtr+=LineOffset;column--;
\r
2653 wSRCPtr=psxVuw+palstart;
\r
2658 do {*ta++=LTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
\r
2660 cSRCPtr+=LineOffset;column--;
\r
2666 //--------------------------------------------------//
\r
2667 // 16bit texture load ..
\r
2669 start=((pageid-16*pmult)<<6)+262144*pmult;
\r
2671 wSRCPtr = psxVuw + start + (y1<<10) + x1;
\r
2672 LineOffset = 1024 - dx;
\r
2677 do {*ta++=LTCOL(*wSRCPtr++);row--;} while(row);
\r
2679 wSRCPtr+=LineOffset;column--;
\r
2684 //--------------------------------------------------//
\r
2685 // others are not possible !
\r
2692 ta=(unsigned long *)texturepart;
\r
2693 pa=(unsigned long *)texturepart+x2a;
\r
2694 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2695 pa=(unsigned long *)texturepart+dy*x2a;
\r
2697 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
2704 ta=(unsigned long *)texturepart;
\r
2706 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
2707 pa=(unsigned long *)texturepart+dx;
\r
2709 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
2714 DXTexS=dx;DYTexS=dy;
\r
2716 if(!iFilterType) {DefineSubTextureSort();return;}
\r
2717 if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
\r
2718 if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
\r
2719 {DefineSubTextureSort();return;}
\r
2721 ta=(unsigned long *)texturepart;
\r
2728 for(column=0;column<dy;column++)
\r
2730 for(row=0;row<dx;row++)
\r
2732 if(*ta==0x50000000)
\r
2736 if( column && *(ta-dx) !=0x50000000 && *(ta-dx)>>24!=1) scol[cnt++]=*(ta-dx);
\r
2737 if(row && *(ta-1) !=0x50000000 && *(ta-1)>>24!=1) scol[cnt++]=*(ta-1);
\r
2738 if(row!=x1 && *(ta+1) !=0x50000000 && *(ta+1)>>24!=1) scol[cnt++]=*(ta+1);
\r
2739 if( column!=y1 && *(ta+dx) !=0x50000000 && *(ta+dx)>>24!=1) scol[cnt++]=*(ta+dx);
\r
2741 if(row && column && *(ta-dx-1)!=0x50000000 && *(ta-dx-1)>>24!=1) scol[cnt++]=*(ta-dx-1);
\r
2742 if(row!=x1 && column && *(ta-dx+1)!=0x50000000 && *(ta-dx+1)>>24!=1) scol[cnt++]=*(ta-dx+1);
\r
2743 if(row && column!=y1 && *(ta+dx-1)!=0x50000000 && *(ta+dx-1)>>24!=1) scol[cnt++]=*(ta+dx-1);
\r
2744 if(row!=x1 && column!=y1 && *(ta+dx+1)!=0x50000000 && *(ta+dx+1)>>24!=1) scol[cnt++]=*(ta+dx+1);
\r
2749 for(h=0;h<cnt;h++)
\r
2752 r+=(scol[h]>>16)&0xff;
\r
2753 g+=(scol[h]>>8)&0xff;
\r
2756 r/=cnt;b/=cnt;g/=cnt;
\r
2758 *ta=(r<<16)|(g<<8)|b;
\r
2759 if(a) *ta|=0x50000000;
\r
2760 else *ta|=0x01000000;
\r
2769 for(column=0;column<dy;column++)
\r
2771 for(row=0;row<dx;row++)
\r
2773 if(*ta==0x00000000)
\r
2777 if(row!=x1 && *(ta+1) !=0x00000000) scol[cnt++]=*(ta+1);
\r
2778 if( column!=y1 && *(ta+dx) !=0x00000000) scol[cnt++]=*(ta+dx);
\r
2783 for(h=0;h<cnt;h++)
\r
2785 r+=(scol[h]>>16)&0xff;
\r
2786 g+=(scol[h]>>8)&0xff;
\r
2789 r/=cnt;b/=cnt;g/=cnt;
\r
2790 *ta=(r<<16)|(g<<8)|b;
\r
2797 DefineSubTextureSort();
\r
2800 /////////////////////////////////////////////////////////////////////////////
\r
2801 /////////////////////////////////////////////////////////////////////////////
\r
2802 /////////////////////////////////////////////////////////////////////////////
\r
2804 // load texture part (packed)
\r
2806 /////////////////////////////////////////////////////////////////////////////
\r
2807 /////////////////////////////////////////////////////////////////////////////
\r
2808 /////////////////////////////////////////////////////////////////////////////
\r
2810 void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy)
\r
2812 unsigned long start,row,column,j,sxh,sxm;
\r
2813 unsigned int palstart;
\r
2814 unsigned short *px,*pa,*ta;
\r
2816 unsigned short *wSRCPtr;
\r
2817 unsigned long LineOffset;
\r
2818 unsigned long x2a,xalign=0;
\r
2819 unsigned long x1=gl_ux[7];
\r
2820 unsigned long x2=gl_ux[6];
\r
2821 unsigned long y1=gl_ux[5];
\r
2822 unsigned long y2=gl_ux[4];
\r
2823 unsigned long dx=x2-x1+1;
\r
2824 unsigned long dy=y2-y1+1;
\r
2825 int pmult=pageid/16;
\r
2826 unsigned short (*LPTCOL)(unsigned short);
\r
2827 unsigned int a,r,g,b,cnt,h;
\r
2828 unsigned short scol[8];
\r
2830 LPTCOL=PTCF[DrawSemiTrans];
\r
2832 pa=px=(unsigned short *)ubPaletteBuffer;
\r
2833 ta=(unsigned short *)texturepart;
\r
2834 palstart=cx+(cy<<10);
\r
2838 if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
\r
2839 if(XTexS) {ta+=1;xalign=2;}
\r
2843 //--------------------------------------------------//
\r
2844 // 4bit texture load ..
\r
2848 unsigned int TXV,TXU,n_xi,n_yi;
\r
2850 wSRCPtr=psxVuw+palstart;
\r
2853 *px =LPTCOL(*wSRCPtr);
\r
2854 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2855 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2856 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2857 row--;px+=4;wSRCPtr+=4;
\r
2861 for(TXV=y1;TXV<=y2;TXV++)
\r
2863 for(TXU=x1;TXU<=x2;TXU++)
\r
2865 n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
\r
2866 n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
\r
2868 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
\r
2875 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2877 wSRCPtr=psxVuw+palstart;
\r
2880 *px =LPTCOL(*wSRCPtr);
\r
2881 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2882 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2883 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2884 row--;px+=4;wSRCPtr+=4;
\r
2888 x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
\r
2889 sxm=x1&1;sxh=x1>>1;
\r
2890 j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
\r
2892 for(column=y1;column<=y2;column++)
\r
2894 cSRCPtr = psxVub + start + (column<<11) + sxh;
\r
2896 if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
\r
2898 for(row=j;row<x2a;row+=2)
\r
2900 *ta =*(pa+(*cSRCPtr & 0xF));
\r
2901 *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2907 *ta++=*(pa+(*cSRCPtr & 0xF));row++;
\r
2908 if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
\r
2914 //--------------------------------------------------//
\r
2915 // 8bit texture load ..
\r
2919 unsigned int TXV,TXU,n_xi,n_yi;
\r
2921 wSRCPtr=psxVuw+palstart;
\r
2925 *px =LPTCOL(*wSRCPtr);
\r
2926 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2927 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2928 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2929 row--;px+=4;wSRCPtr+=4;
\r
2933 for(TXV=y1;TXV<=y2;TXV++)
\r
2935 for(TXU=x1;TXU<=x2;TXU++)
\r
2937 n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
\r
2938 n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
\r
2940 *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
\r
2948 start=((pageid-16*pmult)<<7)+524288*pmult;
\r
2950 cSRCPtr = psxVub + start + (y1<<11) + x1;
\r
2951 LineOffset = 2048 - dx;
\r
2953 if(dy*dx>384) // more pix? use lut
\r
2955 wSRCPtr=psxVuw+palstart;
\r
2959 *px =LPTCOL(*wSRCPtr);
\r
2960 *(px+1)=LPTCOL(*(wSRCPtr+1));
\r
2961 *(px+2)=LPTCOL(*(wSRCPtr+2));
\r
2962 *(px+3)=LPTCOL(*(wSRCPtr+3));
\r
2963 row--;px+=4;wSRCPtr+=4;
\r
2970 do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
\r
2974 cSRCPtr+=LineOffset;column--;
\r
2978 else // small area? no lut
\r
2980 wSRCPtr=psxVuw+palstart;
\r
2985 do {*ta++=LPTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
\r
2989 cSRCPtr+=LineOffset;column--;
\r
2994 //--------------------------------------------------//
\r
2995 // 16bit texture load ..
\r
2997 start=((pageid-16*pmult)<<6)+262144*pmult;
\r
2999 wSRCPtr = psxVuw + start + (y1<<10) + x1;
\r
3000 LineOffset = 1024 - dx;
\r
3005 do {*ta++=LPTCOL(*wSRCPtr++);row--;} while(row);
\r
3009 wSRCPtr+=LineOffset;column--;
\r
3013 //--------------------------------------------------//
\r
3014 // others are not possible !
\r
3017 ////////////////////////////////////////////////////////
\r
3023 ta=(unsigned short *)texturepart;
\r
3024 pa=(unsigned short *)texturepart+x2a;
\r
3025 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
3027 pa=(unsigned short *)texturepart+dy*x2a;
\r
3029 row=x2a;do {*ta++=*pa++;row--;} while(row);
\r
3037 ta=(unsigned short *)texturepart;
\r
3039 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
3041 pa=(unsigned short *)texturepart+dx;
\r
3043 row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
\r
3049 DXTexS=dx;DYTexS=dy;
\r
3051 if(!iFilterType) {DefineSubTextureSort();return;}
\r
3052 if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
\r
3053 if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
\r
3054 {DefineSubTextureSort();return;}
\r
3056 ta=(unsigned short *)texturepart;
\r
3061 for(column=0;column<dy;column++)
\r
3063 for(row=0;row<dx;row++)
\r
3069 if( column && *(ta-dx) &1) scol[cnt++]=*(ta-dx);
\r
3070 if(row && *(ta-1) &1) scol[cnt++]=*(ta-1);
\r
3071 if(row!=x1 && *(ta+1) &1) scol[cnt++]=*(ta+1);
\r
3072 if( column!=y1 && *(ta+dx) &1) scol[cnt++]=*(ta+dx);
\r
3074 if(row && column && *(ta-dx-1)&1) scol[cnt++]=*(ta-dx-1);
\r
3075 if(row!=x1 && column && *(ta-dx+1)&1) scol[cnt++]=*(ta-dx+1);
\r
3076 if(row && column!=y1 && *(ta+dx-1)&1) scol[cnt++]=*(ta+dx-1);
\r
3077 if(row!=x1 && column!=y1 && *(ta+dx+1)&1) scol[cnt++]=*(ta+dx+1);
\r
3082 for(h=0;h<cnt;h++)
\r
3085 g+=(scol[h]>>6)&0x1f;
\r
3086 b+=(scol[h]>>1)&0x1f;
\r
3088 r/=cnt;b/=cnt;g/=cnt;
\r
3089 *ta=(r<<11)|(g<<6)|(b<<1);
\r
3097 DefineSubTextureSort();
\r
3100 /////////////////////////////////////////////////////////////////////////////
\r
3102 /////////////////////////////////////////////////////////////////////////////
\r
3103 /////////////////////////////////////////////////////////////////////////////
\r
3104 /////////////////////////////////////////////////////////////////////////////
\r
3106 // hires texture funcs
\r
3108 /////////////////////////////////////////////////////////////////////////////
\r
3109 /////////////////////////////////////////////////////////////////////////////
\r
3110 /////////////////////////////////////////////////////////////////////////////
\r
3113 #define GET_RESULT(A, B, C, D) ((A != C || A != D) - (B != C || B != D))
\r
3115 ////////////////////////////////////////////////////////////////////////
\r
3117 #define colorMask8 0x00FEFEFE
\r
3118 #define lowPixelMask8 0x00010101
\r
3119 #define qcolorMask8 0x00FCFCFC
\r
3120 #define qlowpixelMask8 0x00030303
\r
3123 #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
3125 #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
3127 #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
3129 #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
3131 void Super2xSaI_ex8_Ex(u8 *srcPtr, DWORD srcPitch,
\r
3132 u8 *dstBitmap, int width, int height)
\r
3134 DWORD dstPitch = srcPitch * 2;
\r
3138 int width2 = width*2;
\r
3139 int iXA,iXB,iXC,iYA,iYB,iYC,finish;
\r
3140 DWORD color4, color5, color6;
\r
3141 DWORD color1, color2, color3;
\r
3142 DWORD colorA0, colorA1, colorA2, colorA3,
\r
3143 colorB0, colorB1, colorB2, colorB3,
\r
3145 DWORD product1a, product1b,
\r
3146 product2a, product2b;
\r
3151 for (; height; height-=1)
\r
3153 bP = (DWORD *)srcPtr;
\r
3154 dP = (DWORD *)(dstBitmap + line*dstPitch);
\r
3155 for (finish = width; finish; finish -= 1 )
\r
3157 //--------------------------------------- B1 B2
\r
3161 if(finish==width) iXA=0;
\r
3163 if(finish>4) {iXB=1;iXC=2;}
\r
3165 if(finish>3) {iXB=1;iXC=1;}
\r
3166 else {iXB=0;iXC=0;}
\r
3167 if(line==0) iYA=0;
\r
3169 if(height>4) {iYB=width;iYC=width2;}
\r
3171 if(height>3) {iYB=width;iYC=width;}
\r
3172 else {iYB=0;iYC=0;}
\r
3175 colorB0 = *(bP- iYA - iXA);
\r
3176 colorB1 = *(bP- iYA);
\r
3177 colorB2 = *(bP- iYA + iXB);
\r
3178 colorB3 = *(bP- iYA + iXC);
\r
3180 color4 = *(bP - iXA);
\r
3182 color6 = *(bP + iXB);
\r
3183 colorS2 = *(bP + iXC);
\r
3185 color1 = *(bP + iYB - iXA);
\r
3186 color2 = *(bP + iYB);
\r
3187 color3 = *(bP + iYB + iXB);
\r
3188 colorS1= *(bP + iYB + iXC);
\r
3190 colorA0 = *(bP + iYC - iXA);
\r
3191 colorA1 = *(bP + iYC);
\r
3192 colorA2 = *(bP + iYC + iXB);
\r
3193 colorA3 = *(bP + iYC + iXC);
\r
3195 //--------------------------------------
\r
3196 if (color2 == color6 && color5 != color3)
\r
3198 product2b = product1b = color2;
\r
3201 if (color5 == color3 && color2 != color6)
\r
3203 product2b = product1b = color5;
\r
3206 if (color5 == color3 && color2 == color6)
\r
3208 register int r = 0;
\r
3210 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
\r
3211 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
\r
3212 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
\r
3213 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
\r
3216 product2b = product1b = color6;
\r
3219 product2b = product1b = color5;
\r
3222 product2b = product1b = INTERPOLATE8_02(color5, color6);
\r
3227 if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
\r
3228 product2b = Q_INTERPOLATE8_02 (color3, color3, color3, color2);
\r
3230 if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
\r
3231 product2b = Q_INTERPOLATE8_02 (color2, color2, color2, color3);
\r
3233 product2b = INTERPOLATE8_02 (color2, color3);
\r
3235 if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
\r
3236 product1b = Q_INTERPOLATE8_02 (color6, color6, color6, color5);
\r
3238 if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
\r
3239 product1b = Q_INTERPOLATE8_02 (color6, color5, color5, color5);
\r
3241 product1b = INTERPOLATE8_02 (color5, color6);
\r
3244 if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
\r
3245 product2a = INTERPOLATE8_02(color2, color5);
\r
3247 if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
\r
3248 product2a = INTERPOLATE8_02(color2, color5);
\r
3250 product2a = color2;
\r
3252 if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
\r
3253 product1a = INTERPOLATE8_02(color2, color5);
\r
3255 if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
\r
3256 product1a = INTERPOLATE8_02(color2, color5);
\r
3258 product1a = color5;
\r
3261 *(dP+1)=product1b;
\r
3262 *(dP+(width2))=product2a;
\r
3263 *(dP+1+(width2))=product2b;
\r
3267 }//end of for ( finish= width etc..)
\r
3270 srcPtr += srcPitch;
\r
3271 }; //endof: for (; height; height--)
\r
3276 void Super2xSaI_ex8(u8 *srcPtr, DWORD srcPitch,
\r
3277 u8 *dstBitmap, int width, int height)
\r
3279 DWORD dstPitch = srcPitch * 2;
\r
3283 int width2 = width*2;
\r
3284 int iXA,iXB,iXC,iYA,iYB,iYC,finish;
\r
3285 DWORD color4, color5, color6;
\r
3286 DWORD color1, color2, color3;
\r
3287 DWORD colorA0, colorA1, colorA2, colorA3,
\r
3288 colorB0, colorB1, colorB2, colorB3,
\r
3290 DWORD product1a, product1b,
\r
3291 product2a, product2b;
\r
3296 for (; height; height-=1)
\r
3298 bP = (DWORD *)srcPtr;
\r
3299 dP = (DWORD *)(dstBitmap + line*dstPitch);
\r
3300 for (finish = width; finish; finish -= 1 )
\r
3302 //--------------------------------------- B1 B2
\r
3306 if(finish==width) iXA=0;
\r
3308 if(finish>4) {iXB=1;iXC=2;}
\r
3310 if(finish>3) {iXB=1;iXC=1;}
\r
3311 else {iXB=0;iXC=0;}
\r
3312 if(line==0) iYA=0;
\r
3314 if(height>4) {iYB=width;iYC=width2;}
\r
3316 if(height>3) {iYB=width;iYC=width;}
\r
3317 else {iYB=0;iYC=0;}
\r
3320 colorB0 = *(bP- iYA - iXA);
\r
3321 colorB1 = *(bP- iYA);
\r
3322 colorB2 = *(bP- iYA + iXB);
\r
3323 colorB3 = *(bP- iYA + iXC);
\r
3325 color4 = *(bP - iXA);
\r
3327 color6 = *(bP + iXB);
\r
3328 colorS2 = *(bP + iXC);
\r
3330 color1 = *(bP + iYB - iXA);
\r
3331 color2 = *(bP + iYB);
\r
3332 color3 = *(bP + iYB + iXB);
\r
3333 colorS1= *(bP + iYB + iXC);
\r
3335 colorA0 = *(bP + iYC - iXA);
\r
3336 colorA1 = *(bP + iYC);
\r
3337 colorA2 = *(bP + iYC + iXB);
\r
3338 colorA3 = *(bP + iYC + iXC);
\r
3340 //--------------------------------------
\r
3341 if (color2 == color6 && color5 != color3)
\r
3343 product2b = product1b = color2;
\r
3346 if (color5 == color3 && color2 != color6)
\r
3348 product2b = product1b = color5;
\r
3351 if (color5 == color3 && color2 == color6)
\r
3353 register int r = 0;
\r
3355 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
\r
3356 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
\r
3357 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
\r
3358 r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
\r
3361 product2b = product1b = color6;
\r
3364 product2b = product1b = color5;
\r
3367 product2b = product1b = INTERPOLATE8(color5, color6);
\r
3372 if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
\r
3373 product2b = Q_INTERPOLATE8 (color3, color3, color3, color2);
\r
3375 if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
\r
3376 product2b = Q_INTERPOLATE8 (color2, color2, color2, color3);
\r
3378 product2b = INTERPOLATE8 (color2, color3);
\r
3380 if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
\r
3381 product1b = Q_INTERPOLATE8 (color6, color6, color6, color5);
\r
3383 if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
\r
3384 product1b = Q_INTERPOLATE8 (color6, color5, color5, color5);
\r
3386 product1b = INTERPOLATE8 (color5, color6);
\r
3389 if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
\r
3390 product2a = INTERPOLATE8(color2, color5);
\r
3392 if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
\r
3393 product2a = INTERPOLATE8(color2, color5);
\r
3395 product2a = color2;
\r
3397 if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
\r
3398 product1a = INTERPOLATE8(color2, color5);
\r
3400 if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
\r
3401 product1a = INTERPOLATE8(color2, color5);
\r
3403 product1a = color5;
\r
3406 *(dP+1)=product1b;
\r
3407 *(dP+(width2))=product2a;
\r
3408 *(dP+1+(width2))=product2b;
\r
3412 }//end of for ( finish= width etc..)
\r
3415 srcPtr += srcPitch;
\r
3416 }; //endof: for (; height; height--)
\r
3419 /////////////////////////////////////////////////////////////////////////////
\r
3421 #define colorMask4 0x0000EEE0
\r
3422 #define lowPixelMask4 0x00001110
\r
3423 #define qcolorMask4 0x0000CCC0
\r
3424 #define qlowpixelMask4 0x00003330
\r
3426 #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
3428 #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
3431 #define colorMask5 0x0000F7BC
\r
3432 #define lowPixelMask5 0x00000842
\r
3433 #define qcolorMask5 0x0000E738
\r
3434 #define qlowpixelMask5 0x000018C6
\r
3436 #define INTERPOLATE5(A, B) ((((A & colorMask5) >> 1) + ((B & colorMask5) >> 1) + (A & B & lowPixelMask5))|((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:0x00000001))))
\r
3438 #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
3439 /////////////////////////////////////////////////////////////////////////////
\r
3440 /////////////////////////////////////////////////////////////////////////////
\r
3441 /////////////////////////////////////////////////////////////////////////////
\r
3443 // ogl texture defines
\r
3445 /////////////////////////////////////////////////////////////////////////////
\r
3446 /////////////////////////////////////////////////////////////////////////////
\r
3447 /////////////////////////////////////////////////////////////////////////////
\r
3449 void DefineSubTextureSortHiRes(void)
\r
3455 glGenTextures(1, &gTexName);
\r
3456 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3458 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
3459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
3463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
3464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
3468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
3469 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
3471 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
\r
3473 else glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3475 glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS<<1, YTexS<<1,
\r
3476 DXTexS<<1, DYTexS<<1,
\r
3477 GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
\r
3480 /////////////////////////////////////////////////////////////////////////////
\r
3482 void DefineSubTextureSort(void)
\r
3487 glGenTextures(1, &gTexName);
\r
3488 glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
\r
3491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
\r
3495 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
3496 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
3500 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
\r
3501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
\r
3503 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
3505 else glBindTexture(GL_TEXTURE_2D, gTexName);
\r
3507 glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS, YTexS,
\r
3509 GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
\r
3512 /////////////////////////////////////////////////////////////////////////////
\r
3514 /////////////////////////////////////////////////////////////////////////////
\r
3515 /////////////////////////////////////////////////////////////////////////////
\r
3516 /////////////////////////////////////////////////////////////////////////////
\r
3518 // texture cache garbage collection
\r
3520 /////////////////////////////////////////////////////////////////////////////
\r
3521 /////////////////////////////////////////////////////////////////////////////
\r
3522 /////////////////////////////////////////////////////////////////////////////
\r
3524 void DoTexGarbageCollection(void)
\r
3526 static unsigned short LRUCleaned=0;
\r
3527 unsigned short iC,iC1,iC2;
\r
3528 int i,j,iMax;textureSubCacheEntryS * tsb;
\r
3530 iC=4;//=iSortTexCnt/2,
\r
3531 LRUCleaned+=iC; // we clean different textures each time
\r
3532 if((LRUCleaned+iC)>=iSortTexCnt) LRUCleaned=0; // wrap? wrap!
\r
3533 iC1=LRUCleaned; // range of textures to clean
\r
3534 iC2=LRUCleaned+iC;
\r
3536 for(iC=iC1;iC<iC2;iC++) // make some textures available
\r
3538 pxSsubtexLeft[iC]->l=0;
\r
3541 for(i=0;i<3;i++) // remove all references to that textures
\r
3542 for(j=0;j<MAXTPAGES;j++)
\r
3543 for(iC=0;iC<4;iC++) // loop all texture rect info areas
\r
3545 tsb=pscSubtexStore[i][j]+(iC*SOFFB);
\r
3551 if(tsb->cTexID>=iC1 && tsb->cTexID<iC2) // info uses the cleaned textures? remove info
\r
3557 usLRUTexPage=LRUCleaned;
\r
3560 /////////////////////////////////////////////////////////////////////////////
\r
3561 /////////////////////////////////////////////////////////////////////////////
\r
3562 /////////////////////////////////////////////////////////////////////////////
\r
3564 // search cache for existing (already used) parts
\r
3566 /////////////////////////////////////////////////////////////////////////////
\r
3567 /////////////////////////////////////////////////////////////////////////////
\r
3568 /////////////////////////////////////////////////////////////////////////////
\r
3570 u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache)
\r
3572 textureSubCacheEntryS * tsx, * tsb, *tsg;//, *tse=NULL;
\r
3573 int i,iMax;EXLong npos;
\r
3575 int iC,j,k;unsigned long rx,ry,mx,my;
\r
3576 EXLong * ul=0, * uls;
\r
3580 npos.l=*((unsigned long *)&gl_ux[4]);
\r
3582 //--------------------------------------------------------------//
\r
3583 // find matching texturepart first... speed up...
\r
3584 //--------------------------------------------------------------//
\r
3586 tsg=pscSubtexStore[TextureMode][GlobalTexturePage];
\r
3587 tsg+=((GivenClutId&CLUTCHK)>>CLUTSHIFT)*SOFFB;
\r
3596 if(GivenClutId==tsb->ClutID &&
\r
3597 (INCHECK(tsb->pos,npos)))
\r
3600 cx=tsb->pos.c[3]-tsb->posTX;
\r
3601 cy=tsb->pos.c[1]-tsb->posTY;
\r
3612 ubOpaqueDraw=tsb->Opaque;
\r
3613 *pCache=tsb->cTexID;
\r
3622 //----------------------------------------------------//
\r
3626 rx=(int)gl_ux[6]-(int)gl_ux[7];
\r
3627 ry=(int)gl_ux[4]-(int)gl_ux[5];
\r
3629 tsx=NULL;tsb=tsg+1;
\r
3630 for(i=0;i<iMax;i++,tsb++)
\r
3632 if(!tsb->ClutID) {tsx=tsb;break;}
\r
3638 if(iMax>=SOFFB-2)
\r
3640 if(iTexGarbageCollection) // gc mode?
\r
3644 dwTexPageComp|=(1<<GlobalTexturePage);
\r
3652 for(i=0;i<iMax;i++,tsb++) // 1. search other slots with same cluts, and unite the area
\r
3653 if(GivenClutId==tsb->ClutID)
\r
3655 if(!tsx) {tsx=tsb;rfree.l=npos.l;} //
\r
3656 else tsb->ClutID=0;
\r
3657 rfree.c[3]=min(rfree.c[3],tsb->pos.c[3]);
\r
3658 rfree.c[2]=max(rfree.c[2],tsb->pos.c[2]);
\r
3659 rfree.c[1]=min(rfree.c[1],tsb->pos.c[1]);
\r
3660 rfree.c[0]=max(rfree.c[0],tsb->pos.c[0]);
\r
3664 if(tsx) // 3. if one or more found, create a new rect with bigger size
\r
3666 *((unsigned long *)&gl_ux[4])=npos.l=rfree.l;
\r
3667 rx=(int)rfree.c[2]-(int)rfree.c[3];
\r
3668 ry=(int)rfree.c[0]-(int)rfree.c[1];
\r
3669 DoTexGarbageCollection();
\r
3681 //----------------------------------------------------//
\r
3682 // now get a free texture space
\r
3683 //----------------------------------------------------//
\r
3685 if(iTexGarbageCollection) usLRUTexPage=0;
\r
3689 rx+=3;if(rx>255) {cXAdj=0;rx=255;}
\r
3690 ry+=3;if(ry>255) {cYAdj=0;ry=255;}
\r
3694 for(k=0;k<iSortTexCnt;k++)
\r
3696 uls=pxSsubtexLeft[iC];
\r
3697 iMax=uls->l;ul=uls+1;
\r
3699 //--------------------------------------------------//
\r
3706 if(rx>252 && ry>252)
\r
3707 {uls->l=1;ul->l=0xffffffff;ul=0;goto ENDLOOP;}
\r
3731 //--------------------------------------------------//
\r
3732 for(i=0;i<iMax;i++,ul++)
\r
3734 if(ul->l!=0xffffffff &&
\r
3741 if(rx<mx && ry<my)
\r
3747 for(ul=uls+1,j=0;j<iMax;j++,ul++)
\r
3748 if(ul->l==0xffffffff) break;
\r
3752 if(j==iMax) uls->l=uls->l+1;
\r
3754 ul->c[3]=rfree.c[3];
\r
3755 ul->c[2]=rfree.c[2];
\r
3756 ul->c[1]=rfree.c[1]+ry;
\r
3757 ul->c[0]=rfree.c[0]-ry;
\r
3779 //--------------------------------------------------//
\r
3781 iC++; if(iC>=iSortTexCnt) iC=0;
\r
3784 //----------------------------------------------------//
\r
3785 // check, if free space got
\r
3786 //----------------------------------------------------//
\r
3791 //////////////////////////////////////////////////////
\r
3796 for(i=0;i<3;i++) // cleaning up
\r
3797 for(j=0;j<MAXTPAGES;j++)
\r
3799 tsb=pscSubtexStore[i][j];
\r
3800 (tsb+SOFFA)->pos.l=0;
\r
3801 (tsb+SOFFB)->pos.l=0;
\r
3802 (tsb+SOFFC)->pos.l=0;
\r
3803 (tsb+SOFFD)->pos.l=0;
\r
3805 for(i=0;i<iSortTexCnt;i++)
\r
3806 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
3810 //////////////////////////////////////////////////////
\r
3812 uls=pxSsubtexLeft[usLRUTexPage];
\r
3813 uls->l=0;ul=uls+1;
\r
3816 if(rx>252 && ry>252)
\r
3817 {uls->l=1;ul->l=0xffffffff;}
\r
3838 tsg->pos.l=1;tsx=tsg+1;
\r
3841 rfree.c[3]+=cXAdj;
\r
3842 rfree.c[1]+=cYAdj;
\r
3844 tsx->cTexID =*pCache=iC;
\r
3846 tsx->ClutID = GivenClutId;
\r
3847 tsx->posTX = rfree.c[3];
\r
3848 tsx->posTY = rfree.c[1];
\r
3850 cx=gl_ux[7]-rfree.c[3];
\r
3851 cy=gl_ux[5]-rfree.c[1];
\r
3865 return &tsx->Opaque;
\r
3868 /////////////////////////////////////////////////////////////////////////////
\r
3869 /////////////////////////////////////////////////////////////////////////////
\r
3870 /////////////////////////////////////////////////////////////////////////////
\r
3872 // search cache for free place (on compress)
\r
3874 /////////////////////////////////////////////////////////////////////////////
\r
3875 /////////////////////////////////////////////////////////////////////////////
\r
3876 /////////////////////////////////////////////////////////////////////////////
\r
3878 BOOL GetCompressTexturePlace(textureSubCacheEntryS * tsx)
\r
3880 int i,j,k,iMax,iC;unsigned long rx,ry,mx,my;
\r
3881 EXLong * ul=0, * uls, rfree;
\r
3882 u8 cXAdj=1,cYAdj=1;
\r
3884 rx=(int)tsx->pos.c[2]-(int)tsx->pos.c[3];
\r
3885 ry=(int)tsx->pos.c[0]-(int)tsx->pos.c[1];
\r
3887 rx+=3;if(rx>255) {cXAdj=0;rx=255;}
\r
3888 ry+=3;if(ry>255) {cYAdj=0;ry=255;}
\r
3892 for(k=0;k<iSortTexCnt;k++)
\r
3894 uls=pxSsubtexLeft[iC];
\r
3895 iMax=uls->l;ul=uls+1;
\r
3897 //--------------------------------------------------//
\r
3904 if(rx>252 && ry>252)
\r
3905 {uls->l=1;ul->l=0xffffffff;ul=0;goto TENDLOOP;}
\r
3929 //--------------------------------------------------//
\r
3930 for(i=0;i<iMax;i++,ul++)
\r
3932 if(ul->l!=0xffffffff &&
\r
3940 if(rx<mx && ry<my)
\r
3946 for(ul=uls+1,j=0;j<iMax;j++,ul++)
\r
3947 if(ul->l==0xffffffff) break;
\r
3951 if(j==iMax) uls->l=uls->l+1;
\r
3953 ul->c[3]=rfree.c[3];
\r
3954 ul->c[2]=rfree.c[2];
\r
3955 ul->c[1]=rfree.c[1]+ry;
\r
3956 ul->c[0]=rfree.c[0]-ry;
\r
3978 //--------------------------------------------------//
\r
3980 iC++; if(iC>=iSortTexCnt) iC=0;
\r
3983 //----------------------------------------------------//
\r
3984 // check, if free space got
\r
3985 //----------------------------------------------------//
\r
3988 if(ul) return FALSE;
\r
3990 rfree.c[3]+=cXAdj;
\r
3991 rfree.c[1]+=cYAdj;
\r
3994 tsx->posTX = rfree.c[3];
\r
3995 tsx->posTY = rfree.c[1];
\r
4003 /////////////////////////////////////////////////////////////////////////////
\r
4004 /////////////////////////////////////////////////////////////////////////////
\r
4005 /////////////////////////////////////////////////////////////////////////////
\r
4007 // compress texture cache (to make place for new texture part, if needed)
\r
4009 /////////////////////////////////////////////////////////////////////////////
\r
4010 /////////////////////////////////////////////////////////////////////////////
\r
4011 /////////////////////////////////////////////////////////////////////////////
\r
4013 void CompressTextureSpace(void)
\r
4015 textureSubCacheEntryS * tsx, * tsg, * tsb;
\r
4016 int i,j,k,m,n,iMax;EXLong * ul, r,opos;
\r
4017 short sOldDST=DrawSemiTrans,cx,cy;
\r
4018 long lOGTP=GlobalTexturePage;
\r
4019 unsigned long l,row;
\r
4020 unsigned long * lSRCPtr;
\r
4022 opos.l=*((unsigned long *)&gl_ux[4]);
\r
4024 // 1. mark all textures as free
\r
4025 for(i=0;i<iSortTexCnt;i++)
\r
4026 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
4032 for(k=0;k<MAXTPAGES;k++)
\r
4034 tsg=pscSubtexStore[j][k];
\r
4036 if((!(dwTexPageComp&(1<<k))))
\r
4038 (tsg+SOFFA)->pos.l=0;
\r
4039 (tsg+SOFFB)->pos.l=0;
\r
4040 (tsg+SOFFC)->pos.l=0;
\r
4041 (tsg+SOFFD)->pos.l=0;
\r
4045 for(m=0;m<4;m++,tsg+=SOFFB)
\r
4050 for(i=0;i<iMax;i++,tsx++)
\r
4055 for(n=i+1,tsb=tsx+1;n<iMax;n++,tsb++)
\r
4057 if(tsx->ClutID==tsb->ClutID)
\r
4059 r.c[3]=min(r.c[3],tsb->pos.c[3]);
\r
4060 r.c[2]=max(r.c[2],tsb->pos.c[2]);
\r
4061 r.c[1]=min(r.c[1],tsb->pos.c[1]);
\r
4062 r.c[0]=max(r.c[0],tsb->pos.c[0]);
\r
4067 // if(r.l!=tsx->pos.l)
\r
4069 cx=((tsx->ClutID << 4) & 0x3F0);
\r
4070 cy=((tsx->ClutID >> 6) & CLUTYMASK);
\r
4074 // palette check sum
\r
4075 l=0;lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
4076 if(j==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
4077 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
4078 l=((l+HIWORD(l))&0x3fffL)<<16;
\r
4079 if(l!=(tsx->ClutID&(0x00003fff<<16)))
\r
4081 tsx->ClutID=0;continue;
\r
4086 if(!GetCompressTexturePlace(tsx)) // no place?
\r
4088 for(i=0;i<3;i++) // -> clean up everything
\r
4089 for(j=0;j<MAXTPAGES;j++)
\r
4091 tsb=pscSubtexStore[i][j];
\r
4092 (tsb+SOFFA)->pos.l=0;
\r
4093 (tsb+SOFFB)->pos.l=0;
\r
4094 (tsb+SOFFC)->pos.l=0;
\r
4095 (tsb+SOFFD)->pos.l=0;
\r
4097 for(i=0;i<iSortTexCnt;i++)
\r
4098 {ul=pxSsubtexLeft[i];ul->l=0;}
\r
4100 DrawSemiTrans=sOldDST;
\r
4101 GlobalTexturePage=lOGTP;
\r
4102 *((unsigned long *)&gl_ux[4])=opos.l;
\r
4108 if(tsx->ClutID&(1<<30)) DrawSemiTrans=1;
\r
4109 else DrawSemiTrans=0;
\r
4110 *((unsigned long *)&gl_ux[4])=r.l;
\r
4112 gTexName=uiStexturePage[tsx->cTexID];
\r
4113 LoadSubTexFn(k,j,cx,cy);
\r
4114 uiStexturePage[tsx->cTexID]=gTexName;
\r
4115 tsx->Opaque=ubOpaqueDraw;
\r
4123 while(!tsx->ClutID && iMax) {tsx--;iMax--;}
\r
4131 if(dwTexPageComp==0xffffffff) dwTexPageComp=0;
\r
4133 *((unsigned long *)&gl_ux[4])=opos.l;
\r
4134 GlobalTexturePage=lOGTP;
\r
4135 DrawSemiTrans=sOldDST;
\r
4138 /////////////////////////////////////////////////////////////////////////////
\r
4139 /////////////////////////////////////////////////////////////////////////////
\r
4140 /////////////////////////////////////////////////////////////////////////////
\r
4142 // main entry for searching/creating textures, called from prim.c
\r
4144 /////////////////////////////////////////////////////////////////////////////
\r
4145 /////////////////////////////////////////////////////////////////////////////
\r
4146 /////////////////////////////////////////////////////////////////////////////
\r
4148 GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId)
\r
4150 u8 * OPtr;unsigned short iCache;short cx,cy;
\r
4152 // sort sow/tow infos for fast access
\r
4154 u8 ma1,ma2,mi1,mi2;
\r
4155 if(gl_ux[0]>gl_ux[1]) {mi1=gl_ux[1];ma1=gl_ux[0];}
\r
4156 else {mi1=gl_ux[0];ma1=gl_ux[1];}
\r
4157 if(gl_ux[2]>gl_ux[3]) {mi2=gl_ux[3];ma2=gl_ux[2];}
\r
4158 else {mi2=gl_ux[2];ma2=gl_ux[3];}
\r
4159 if(mi1>mi2) gl_ux[7]=mi2;
\r
4160 else gl_ux[7]=mi1;
\r
4161 if(ma1>ma2) gl_ux[6]=ma1;
\r
4162 else gl_ux[6]=ma2;
\r
4164 if(gl_vy[0]>gl_vy[1]) {mi1=gl_vy[1];ma1=gl_vy[0];}
\r
4165 else {mi1=gl_vy[0];ma1=gl_vy[1];}
\r
4166 if(gl_vy[2]>gl_vy[3]) {mi2=gl_vy[3];ma2=gl_vy[2];}
\r
4167 else {mi2=gl_vy[2];ma2=gl_vy[3];}
\r
4168 if(mi1>mi2) gl_ux[5]=mi2;
\r
4169 else gl_ux[5]=mi1;
\r
4170 if(ma1>ma2) gl_ux[4]=ma1;
\r
4171 else gl_ux[4]=ma2;
\r
4173 // get clut infos in one 32 bit val
\r
4175 if(TextureMode==2) // no clut here
\r
4177 GivenClutId=CLUTUSED|(DrawSemiTrans<<30);cx=cy=0;
\r
4179 if(iFrameTexType && Fake15BitTexture())
\r
4180 return (GLuint)gTexName;
\r
4184 cx=((GivenClutId << 4) & 0x3F0); // but here
\r
4185 cy=((GivenClutId >> 6) & CLUTYMASK);
\r
4186 GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30)|CLUTUSED;
\r
4188 // palette check sum.. removed MMX asm, this easy func works as well
\r
4190 unsigned long l=0,row;
\r
4192 unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
\r
4193 if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
\r
4194 else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
\r
4195 l=(l+HIWORD(l))&0x3fffL;
\r
4196 GivenClutId|=(l<<16);
\r
4203 OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
\r
4205 // cache full? compress and try again
\r
4206 if(iCache==0xffff)
\r
4208 CompressTextureSpace();
\r
4209 OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
\r
4213 usLRUTexPage=iCache;
\r
4214 if(!OPtr) return uiStexturePage[iCache];
\r
4216 // not found? upload texture and store infos in cache
\r
4217 gTexName=uiStexturePage[iCache];
\r
4218 LoadSubTexFn(GlobalTexturePage,TextureMode,cx,cy);
\r
4219 uiStexturePage[iCache]=gTexName;
\r
4220 *OPtr=ubOpaqueDraw;
\r
4221 return (GLuint) gTexName;
\r
4224 /////////////////////////////////////////////////////////////////////////////
\r
4225 /////////////////////////////////////////////////////////////////////////////
\r
4226 /////////////////////////////////////////////////////////////////////////////
\r