Merge pull request #436 from negativeExponent/patch-1
[pcsx_rearmed.git] / plugins / gpu_unai / gpulib_if.cpp
... / ...
CommitLineData
1/***************************************************************************
2* Copyright (C) 2010 PCSX4ALL Team *
3* Copyright (C) 2010 Unai *
4* Copyright (C) 2011 notaz *
5* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
6* *
7* This program is free software; you can redistribute it and/or modify *
8* it under the terms of the GNU General Public License as published by *
9* the Free Software Foundation; either version 2 of the License, or *
10* (at your option) any later version. *
11* *
12* This program is distributed in the hope that it will be useful, *
13* but WITHOUT ANY WARRANTY; without even the implied warranty of *
14* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
15* GNU General Public License for more details. *
16* *
17* You should have received a copy of the GNU General Public License *
18* along with this program; if not, write to the *
19* Free Software Foundation, Inc., *
20* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
21***************************************************************************/
22
23#include <stddef.h>
24#include <stdio.h>
25#include <stdlib.h>
26#include <string.h>
27#include "../gpulib/gpu.h"
28//#include "port.h"
29#include "gpu_unai.h"
30
31// GPU fixed point math
32#include "gpu_fixedpoint.h"
33
34// Inner loop driver instantiation file
35#include "gpu_inner.h"
36
37// GPU internal image drawing functions
38#include "gpu_raster_image.h"
39
40// GPU internal line drawing functions
41#include "gpu_raster_line.h"
42
43// GPU internal polygon drawing functions
44#include "gpu_raster_polygon.h"
45
46// GPU internal sprite drawing functions
47#include "gpu_raster_sprite.h"
48
49// GPU command buffer execution/store
50#include "gpu_command.h"
51
52/////////////////////////////////////////////////////////////////////////////
53
54int renderer_init(void)
55{
56 memset((void*)&gpu_unai, 0, sizeof(gpu_unai));
57 gpu_unai.vram = (u16*)gpu.vram;
58
59 // Original standalone gpu_unai initialized TextureWindow[]. I added the
60 // same behavior here, since it seems unsafe to leave [2],[3] unset when
61 // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
62 gpu_unai.TextureWindow[0] = 0;
63 gpu_unai.TextureWindow[1] = 0;
64 gpu_unai.TextureWindow[2] = 255;
65 gpu_unai.TextureWindow[3] = 255;
66 //senquack - new vars must be updated whenever texture window is changed:
67 // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
68 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
69 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
70 gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
71
72 // Configuration options
73 gpu_unai.config = gpu_unai_config_ext;
74 //senquack - disabled, not sure this is needed and would require modifying
75 // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
76 // present in latest PCSX4ALL sources we were using.
77 //gpu_unai.config.enableAbbeyHack = gpu_unai_config_ext.abe_hack;
78 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
79
80#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
81 // s_invTable
82 for(int i=1;i<=(1<<TABLE_BITS);++i)
83 {
84 double v = 1.0 / double(i);
85#ifdef GPU_TABLE_10_BITS
86 v *= double(0xffffffff>>1);
87#else
88 v *= double(0x80000000);
89#endif
90 s_invTable[i-1]=s32(v);
91 }
92#endif
93
94 SetupLightLUT();
95 SetupDitheringConstants();
96
97 return 0;
98}
99
100void renderer_finish(void)
101{
102}
103
104void renderer_notify_res_change(void)
105{
106 if (PixelSkipEnabled()) {
107 // Set blit_mask for high horizontal resolutions. This allows skipping
108 // rendering pixels that would never get displayed on low-resolution
109 // platforms that use simple pixel-dropping scaler.
110
111 switch (gpu.screen.hres)
112 {
113 case 512: gpu_unai.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
114 case 640: gpu_unai.blit_mask = 0xaa; break; // GPU_BlitWS
115 default: gpu_unai.blit_mask = 0; break;
116 }
117 } else {
118 gpu_unai.blit_mask = 0;
119 }
120
121 if (LineSkipEnabled()) {
122 // Set rendering line-skip (only render every other line in high-res
123 // 480 vertical mode, or, optionally, force it for all video modes)
124
125 if (gpu.screen.vres == 480) {
126 if (gpu_unai.config.ilace_force) {
127 gpu_unai.ilace_mask = 3; // Only need 1/4 of lines
128 } else {
129 gpu_unai.ilace_mask = 1; // Only need 1/2 of lines
130 }
131 } else {
132 // Vert resolution changed from 480 to lower one
133 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
134 }
135 } else {
136 gpu_unai.ilace_mask = 0;
137 }
138
139 /*
140 printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n",
141 gpu.screen.hres, gpu.screen.vres, gpu.status.rgb24 ? 24 : 15,
142 gpu_unai.ilace_mask);
143 */
144}
145
146#ifdef USE_GPULIB
147// Handles GP0 draw settings commands 0xE1...0xE6
148static void gpuGP0Cmd_0xEx(gpu_unai_t &gpu_unai, u32 cmd_word)
149{
150 // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
151 u8 num = (cmd_word >> 24) & 7;
152 gpu.ex_regs[num] = cmd_word; // Update gpulib register
153 switch (num) {
154 case 1: {
155 // GP0(E1h) - Draw Mode setting (aka "Texpage")
156 u32 cur_texpage = gpu_unai.GPU_GP1 & 0x7FF;
157 u32 new_texpage = cmd_word & 0x7FF;
158 if (cur_texpage != new_texpage) {
159 gpu_unai.GPU_GP1 = (gpu_unai.GPU_GP1 & ~0x7FF) | new_texpage;
160 gpuSetTexture(gpu_unai.GPU_GP1);
161 }
162 } break;
163
164 case 2: {
165 // GP0(E2h) - Texture Window setting
166 if (cmd_word != gpu_unai.TextureWindowCur) {
167 static const u8 TextureMask[32] = {
168 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7,
169 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7
170 };
171 gpu_unai.TextureWindowCur = cmd_word;
172 gpu_unai.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
173 gpu_unai.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
174 gpu_unai.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
175 gpu_unai.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
176 gpu_unai.TextureWindow[0] &= ~gpu_unai.TextureWindow[2];
177 gpu_unai.TextureWindow[1] &= ~gpu_unai.TextureWindow[3];
178
179 // Inner loop vars must be updated whenever texture window is changed:
180 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
181 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
182 gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
183
184 gpuSetTexture(gpu_unai.GPU_GP1);
185 }
186 } break;
187
188 case 3: {
189 // GP0(E3h) - Set Drawing Area top left (X1,Y1)
190 gpu_unai.DrawingArea[0] = cmd_word & 0x3FF;
191 gpu_unai.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
192 } break;
193
194 case 4: {
195 // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
196 gpu_unai.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
197 gpu_unai.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
198 } break;
199
200 case 5: {
201 // GP0(E5h) - Set Drawing Offset (X,Y)
202 gpu_unai.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
203 gpu_unai.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
204 } break;
205
206 case 6: {
207 // GP0(E6h) - Mask Bit Setting
208 gpu_unai.Masking = (cmd_word & 0x2) << 1;
209 gpu_unai.PixelMSB = (cmd_word & 0x1) << 8;
210 } break;
211 }
212}
213#endif
214
215extern const unsigned char cmd_lengths[256];
216
217int do_cmd_list(u32 *list, int list_len, int *last_cmd)
218{
219 u32 cmd = 0, len, i;
220 u32 *list_start = list;
221 u32 *list_end = list + list_len;
222
223 //TODO: set ilace_mask when resolution changes instead of every time,
224 // eliminate #ifdef below.
225 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
226
227#ifdef HAVE_PRE_ARMV7 /* XXX */
228 gpu_unai.ilace_mask |= gpu.status.interlace;
229#endif
230
231 for (; list < list_end; list += 1 + len)
232 {
233 cmd = *list >> 24;
234 len = cmd_lengths[cmd];
235 if (list + 1 + len > list_end) {
236 cmd = -1;
237 break;
238 }
239
240 #define PRIM cmd
241 gpu_unai.PacketBuffer.U4[0] = list[0];
242 for (i = 1; i <= len; i++)
243 gpu_unai.PacketBuffer.U4[i] = list[i];
244
245 PtrUnion packet = { .ptr = (void*)&gpu_unai.PacketBuffer };
246
247 switch (cmd)
248 {
249 case 0x02:
250 gpuClearImage(packet);
251 break;
252
253 case 0x20:
254 case 0x21:
255 case 0x22:
256 case 0x23: { // Monochrome 3-pt poly
257 PP driver = gpuPolySpanDrivers[
258 (gpu_unai.blit_mask?1024:0) |
259 Blending_Mode |
260 gpu_unai.Masking | Blending | gpu_unai.PixelMSB
261 ];
262 gpuDrawPolyF(packet, driver, false);
263 } break;
264
265 case 0x24:
266 case 0x25:
267 case 0x26:
268 case 0x27: { // Textured 3-pt poly
269 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
270 gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16);
271
272 u32 driver_idx =
273 (gpu_unai.blit_mask?1024:0) |
274 Dithering |
275 Blending_Mode | gpu_unai.TEXT_MODE |
276 gpu_unai.Masking | Blending | gpu_unai.PixelMSB;
277
278 if (!FastLightingEnabled()) {
279 driver_idx |= Lighting;
280 } else {
281 if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)))
282 driver_idx |= Lighting;
283 }
284
285 PP driver = gpuPolySpanDrivers[driver_idx];
286 gpuDrawPolyFT(packet, driver, false);
287 } break;
288
289 case 0x28:
290 case 0x29:
291 case 0x2A:
292 case 0x2B: { // Monochrome 4-pt poly
293 PP driver = gpuPolySpanDrivers[
294 (gpu_unai.blit_mask?1024:0) |
295 Blending_Mode |
296 gpu_unai.Masking | Blending | gpu_unai.PixelMSB
297 ];
298 gpuDrawPolyF(packet, driver, true); // is_quad = true
299 } break;
300
301 case 0x2C:
302 case 0x2D:
303 case 0x2E:
304 case 0x2F: { // Textured 4-pt poly
305 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
306 gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16);
307
308 u32 driver_idx =
309 (gpu_unai.blit_mask?1024:0) |
310 Dithering |
311 Blending_Mode | gpu_unai.TEXT_MODE |
312 gpu_unai.Masking | Blending | gpu_unai.PixelMSB;
313
314 if (!FastLightingEnabled()) {
315 driver_idx |= Lighting;
316 } else {
317 if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)))
318 driver_idx |= Lighting;
319 }
320
321 PP driver = gpuPolySpanDrivers[driver_idx];
322 gpuDrawPolyFT(packet, driver, true); // is_quad = true
323 } break;
324
325 case 0x30:
326 case 0x31:
327 case 0x32:
328 case 0x33: { // Gouraud-shaded 3-pt poly
329 //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however
330 // this is an untextured poly, so CF_LIGHT (texture blend)
331 // shouldn't apply. Until the original array of template
332 // instantiation ptrs is fixed, we're stuck with this. (TODO)
333 PP driver = gpuPolySpanDrivers[
334 (gpu_unai.blit_mask?1024:0) |
335 Dithering |
336 Blending_Mode |
337 gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB
338 ];
339 gpuDrawPolyG(packet, driver, false);
340 } break;
341
342 case 0x34:
343 case 0x35:
344 case 0x36:
345 case 0x37: { // Gouraud-shaded, textured 3-pt poly
346 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
347 gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16);
348 PP driver = gpuPolySpanDrivers[
349 (gpu_unai.blit_mask?1024:0) |
350 Dithering |
351 Blending_Mode | gpu_unai.TEXT_MODE |
352 gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB
353 ];
354 gpuDrawPolyGT(packet, driver, false);
355 } break;
356
357 case 0x38:
358 case 0x39:
359 case 0x3A:
360 case 0x3B: { // Gouraud-shaded 4-pt poly
361 // See notes regarding '129' for 0x30..0x33 further above -senquack
362 PP driver = gpuPolySpanDrivers[
363 (gpu_unai.blit_mask?1024:0) |
364 Dithering |
365 Blending_Mode |
366 gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB
367 ];
368 gpuDrawPolyG(packet, driver, true); // is_quad = true
369 } break;
370
371 case 0x3C:
372 case 0x3D:
373 case 0x3E:
374 case 0x3F: { // Gouraud-shaded, textured 4-pt poly
375 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
376 gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16);
377 PP driver = gpuPolySpanDrivers[
378 (gpu_unai.blit_mask?1024:0) |
379 Dithering |
380 Blending_Mode | gpu_unai.TEXT_MODE |
381 gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB
382 ];
383 gpuDrawPolyGT(packet, driver, true); // is_quad = true
384 } break;
385
386 case 0x40:
387 case 0x41:
388 case 0x42:
389 case 0x43: { // Monochrome line
390 // Shift index right by one, as untextured prims don't use lighting
391 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
392 PSD driver = gpuPixelSpanDrivers[driver_idx];
393 gpuDrawLineF(packet, driver);
394 } break;
395
396 case 0x48 ... 0x4F: { // Monochrome line strip
397 u32 num_vertexes = 1;
398 u32 *list_position = &(list[2]);
399
400 // Shift index right by one, as untextured prims don't use lighting
401 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
402 PSD driver = gpuPixelSpanDrivers[driver_idx];
403 gpuDrawLineF(packet, driver);
404
405 while(1)
406 {
407 gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[2];
408 gpu_unai.PacketBuffer.U4[2] = *list_position++;
409 gpuDrawLineF(packet, driver);
410
411 num_vertexes++;
412 if(list_position >= list_end) {
413 cmd = -1;
414 goto breakloop;
415 }
416 if((*list_position & 0xf000f000) == 0x50005000)
417 break;
418 }
419
420 len += (num_vertexes - 2);
421 } break;
422
423 case 0x50:
424 case 0x51:
425 case 0x52:
426 case 0x53: { // Gouraud-shaded line
427 // Shift index right by one, as untextured prims don't use lighting
428 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
429 // Index MSB selects Gouraud-shaded PixelSpanDriver:
430 driver_idx |= (1 << 5);
431 PSD driver = gpuPixelSpanDrivers[driver_idx];
432 gpuDrawLineG(packet, driver);
433 } break;
434
435 case 0x58 ... 0x5F: { // Gouraud-shaded line strip
436 u32 num_vertexes = 1;
437 u32 *list_position = &(list[2]);
438
439 // Shift index right by one, as untextured prims don't use lighting
440 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
441 // Index MSB selects Gouraud-shaded PixelSpanDriver:
442 driver_idx |= (1 << 5);
443 PSD driver = gpuPixelSpanDrivers[driver_idx];
444 gpuDrawLineG(packet, driver);
445
446 while(1)
447 {
448 gpu_unai.PacketBuffer.U4[0] = gpu_unai.PacketBuffer.U4[2];
449 gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[3];
450 gpu_unai.PacketBuffer.U4[2] = *list_position++;
451 gpu_unai.PacketBuffer.U4[3] = *list_position++;
452 gpuDrawLineG(packet, driver);
453
454 num_vertexes++;
455 if(list_position >= list_end) {
456 cmd = -1;
457 goto breakloop;
458 }
459 if((*list_position & 0xf000f000) == 0x50005000)
460 break;
461 }
462
463 len += (num_vertexes - 2) * 2;
464 } break;
465
466 case 0x60:
467 case 0x61:
468 case 0x62:
469 case 0x63: { // Monochrome rectangle (variable size)
470 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
471 gpuDrawT(packet, driver);
472 } break;
473
474 case 0x64:
475 case 0x65:
476 case 0x66:
477 case 0x67: { // Textured rectangle (variable size)
478 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
479 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
480
481 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
482 // This fixes Silent Hill running animation on loading screens:
483 // (On PSX, color values 0x00-0x7F darken the source texture's color,
484 // 0x81-FF lighten textures (ultimately clamped to 0x1F),
485 // 0x80 leaves source texture color unchanged, HOWEVER,
486 // gpu_unai uses a simple lighting LUT whereby only the upper
487 // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as
488 // 0x80.
489 //
490 // NOTE: I've changed all textured sprite draw commands here and
491 // elsewhere to use proper behavior, but left poly commands
492 // alone, I don't want to slow rendering down too much. (TODO)
493 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
494 // Strip lower 3 bits of each color and determine if lighting should be used:
495 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
496 driver_idx |= Lighting;
497 PS driver = gpuSpriteSpanDrivers[driver_idx];
498 gpuDrawS(packet, driver);
499 } break;
500
501 case 0x68:
502 case 0x69:
503 case 0x6A:
504 case 0x6B: { // Monochrome rectangle (1x1 dot)
505 gpu_unai.PacketBuffer.U4[2] = 0x00010001;
506 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
507 gpuDrawT(packet, driver);
508 } break;
509
510 case 0x70:
511 case 0x71:
512 case 0x72:
513 case 0x73: { // Monochrome rectangle (8x8)
514 gpu_unai.PacketBuffer.U4[2] = 0x00080008;
515 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
516 gpuDrawT(packet, driver);
517 } break;
518
519 case 0x74:
520 case 0x75:
521 case 0x76:
522 case 0x77: { // Textured rectangle (8x8)
523 gpu_unai.PacketBuffer.U4[3] = 0x00080008;
524 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
525 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
526
527 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
528 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
529 // Strip lower 3 bits of each color and determine if lighting should be used:
530 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
531 driver_idx |= Lighting;
532 PS driver = gpuSpriteSpanDrivers[driver_idx];
533 gpuDrawS(packet, driver);
534 } break;
535
536 case 0x78:
537 case 0x79:
538 case 0x7A:
539 case 0x7B: { // Monochrome rectangle (16x16)
540 gpu_unai.PacketBuffer.U4[2] = 0x00100010;
541 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
542 gpuDrawT(packet, driver);
543 } break;
544
545 case 0x7C:
546 case 0x7D:
547#ifdef __arm__
548 if ((gpu_unai.GPU_GP1 & 0x180) == 0 && (gpu_unai.Masking | gpu_unai.PixelMSB) == 0)
549 {
550 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
551 gpuDrawS16(packet);
552 break;
553 }
554 // fallthrough
555#endif
556 case 0x7E:
557 case 0x7F: { // Textured rectangle (16x16)
558 gpu_unai.PacketBuffer.U4[3] = 0x00100010;
559 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
560 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
561 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
562 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
563 // Strip lower 3 bits of each color and determine if lighting should be used:
564 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
565 driver_idx |= Lighting;
566 PS driver = gpuSpriteSpanDrivers[driver_idx];
567 gpuDrawS(packet, driver);
568 } break;
569
570 case 0x80: // vid -> vid
571 gpuMoveImage(packet);
572 break;
573
574#ifdef TEST
575 case 0xA0: // sys -> vid
576 {
577 u32 load_width = list[2] & 0xffff;
578 u32 load_height = list[2] >> 16;
579 u32 load_size = load_width * load_height;
580
581 len += load_size / 2;
582 } break;
583
584 case 0xC0:
585 break;
586#else
587 case 0xA0: // sys ->vid
588 case 0xC0: // vid -> sys
589 // Handled by gpulib
590 goto breakloop;
591#endif
592 case 0xE1 ... 0xE6: { // Draw settings
593 gpuGP0Cmd_0xEx(gpu_unai, gpu_unai.PacketBuffer.U4[0]);
594 } break;
595 }
596 }
597
598breakloop:
599 gpu.ex_regs[1] &= ~0x1ff;
600 gpu.ex_regs[1] |= gpu_unai.GPU_GP1 & 0x1ff;
601
602 *last_cmd = cmd;
603 return list - list_start;
604}
605
606void renderer_sync_ecmds(uint32_t *ecmds)
607{
608 int dummy;
609 do_cmd_list(&ecmds[1], 6, &dummy);
610}
611
612void renderer_update_caches(int x, int y, int w, int h)
613{
614}
615
616void renderer_flush_queues(void)
617{
618}
619
620void renderer_set_interlace(int enable, int is_odd)
621{
622}
623
624#include "../../frontend/plugin_lib.h"
625// Handle any gpulib settings applicable to gpu_unai:
626void renderer_set_config(const struct rearmed_cbs *cbs)
627{
628 gpu_unai.vram = (u16*)gpu.vram;
629 gpu_unai.config.ilace_force = cbs->gpu_unai.ilace_force;
630 gpu_unai.config.pixel_skip = cbs->gpu_unai.pixel_skip;
631 gpu_unai.config.lighting = cbs->gpu_unai.lighting;
632 gpu_unai.config.fast_lighting = cbs->gpu_unai.fast_lighting;
633 gpu_unai.config.blending = cbs->gpu_unai.blending;
634 gpu_unai.config.dithering = cbs->gpu_unai.dithering;
635}
636
637// vim:shiftwidth=2:expandtab