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) *
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. *
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. *
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 ***************************************************************************/
27 #include "../gpulib/gpu.h"
30 #include "gpu_senquack.h"
32 // GPU fixed point math
33 #include "gpu_fixedpoint.h"
35 // Inner loop driver instantiation file
36 #include "gpu_inner.h"
38 // GPU internal image drawing functions
39 #include "gpu_raster_image.h"
41 // GPU internal line drawing functions
42 #include "gpu_raster_line.h"
44 // GPU internal polygon drawing functions
45 #include "gpu_raster_polygon.h"
47 // GPU internal sprite drawing functions
48 #include "gpu_raster_sprite.h"
50 // GPU command buffer execution/store
51 #include "gpu_command.h"
53 /////////////////////////////////////////////////////////////////////////////
55 int renderer_init(void)
57 memset((void*)&gpu_senquack, 0, sizeof(gpu_senquack));
58 gpu_senquack.vram = (u16*)gpu.vram;
60 // Original standalone gpu_senquack initialized TextureWindow[]. I added the
61 // same behavior here, since it seems unsafe to leave [2],[3] unset when
62 // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
63 gpu_senquack.TextureWindow[0] = 0;
64 gpu_senquack.TextureWindow[1] = 0;
65 gpu_senquack.TextureWindow[2] = 255;
66 gpu_senquack.TextureWindow[3] = 255;
67 //senquack - new vars must be updated whenever texture window is changed:
68 // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
69 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
70 gpu_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1);
71 gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1);
73 // Configuration options
74 gpu_senquack.config = gpu_senquack_config_ext;
75 //senquack - disabled, not sure this is needed and would require modifying
76 // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
77 // present in latest PCSX4ALL sources we were using.
78 //gpu_senquack.config.enableAbbeyHack = gpu_senquack_config_ext.abe_hack;
79 gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
81 #ifdef GPU_UNAI_USE_INT_DIV_MULTINV
83 for(int i=1;i<=(1<<TABLE_BITS);++i)
85 double v = 1.0 / double(i);
86 #ifdef GPU_TABLE_10_BITS
87 v *= double(0xffffffff>>1);
89 v *= double(0x80000000);
91 s_invTable[i-1]=s32(v);
96 SetupDitheringConstants();
101 void renderer_finish(void)
105 void renderer_notify_res_change(void)
107 if (PixelSkipEnabled()) {
108 // Set blit_mask for high horizontal resolutions. This allows skipping
109 // rendering pixels that would never get displayed on low-resolution
110 // platforms that use simple pixel-dropping scaler.
112 switch (gpu.screen.hres)
114 case 512: gpu_senquack.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
115 case 640: gpu_senquack.blit_mask = 0xaa; break; // GPU_BlitWS
116 default: gpu_senquack.blit_mask = 0; break;
119 gpu_senquack.blit_mask = 0;
122 if (LineSkipEnabled()) {
123 // Set rendering line-skip (only render every other line in high-res
124 // 480 vertical mode, or, optionally, force it for all video modes)
126 if (gpu.screen.vres == 480) {
127 if (gpu_senquack.config.ilace_force) {
128 gpu_senquack.ilace_mask = 3; // Only need 1/4 of lines
130 gpu_senquack.ilace_mask = 1; // Only need 1/2 of lines
133 // Vert resolution changed from 480 to lower one
134 gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
137 gpu_senquack.ilace_mask = 0;
141 printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n",
142 gpu.screen.hres, gpu.screen.vres, gpu.status.rgb24 ? 24 : 15,
143 gpu_senquack.ilace_mask);
147 void renderer_notify_scanout_x_change(int x, int w)
152 // Handles GP0 draw settings commands 0xE1...0xE6
153 static void gpuGP0Cmd_0xEx(gpu_senquack_t &gpu_senquack, u32 cmd_word)
155 // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
156 u8 num = (cmd_word >> 24) & 7;
157 gpu.ex_regs[num] = cmd_word; // Update gpulib register
160 // GP0(E1h) - Draw Mode setting (aka "Texpage")
161 u32 cur_texpage = gpu_senquack.GPU_GP1 & 0x7FF;
162 u32 new_texpage = cmd_word & 0x7FF;
163 if (cur_texpage != new_texpage) {
164 gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x7FF) | new_texpage;
165 gpuSetTexture(gpu_senquack.GPU_GP1);
170 // GP0(E2h) - Texture Window setting
171 if (cmd_word != gpu_senquack.TextureWindowCur) {
172 static const u8 TextureMask[32] = {
173 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7,
174 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7
176 gpu_senquack.TextureWindowCur = cmd_word;
177 gpu_senquack.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
178 gpu_senquack.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
179 gpu_senquack.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
180 gpu_senquack.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
181 gpu_senquack.TextureWindow[0] &= ~gpu_senquack.TextureWindow[2];
182 gpu_senquack.TextureWindow[1] &= ~gpu_senquack.TextureWindow[3];
184 // Inner loop vars must be updated whenever texture window is changed:
185 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
186 gpu_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1);
187 gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1);
189 gpuSetTexture(gpu_senquack.GPU_GP1);
194 // GP0(E3h) - Set Drawing Area top left (X1,Y1)
195 gpu_senquack.DrawingArea[0] = cmd_word & 0x3FF;
196 gpu_senquack.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
200 // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
201 gpu_senquack.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
202 gpu_senquack.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
206 // GP0(E5h) - Set Drawing Offset (X,Y)
207 gpu_senquack.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
208 gpu_senquack.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
212 // GP0(E6h) - Mask Bit Setting
213 gpu_senquack.Masking = (cmd_word & 0x2) << 1;
214 gpu_senquack.PixelMSB = (cmd_word & 0x1) << 8;
220 extern const unsigned char cmd_lengths[256];
222 int do_cmd_list(u32 *list, int list_len, int *last_cmd)
225 u32 *list_start = list;
226 u32 *list_end = list + list_len;
228 //TODO: set ilace_mask when resolution changes instead of every time,
229 // eliminate #ifdef below.
230 gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
232 #ifdef HAVE_PRE_ARMV7 /* XXX */
233 gpu_senquack.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
235 if (gpu_senquack.config.scale_hires) {
236 gpu_senquack.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
239 for (; list < list_end; list += 1 + len)
242 len = cmd_lengths[cmd];
243 if (list + 1 + len > list_end) {
249 gpu_senquack.PacketBuffer.U4[0] = list[0];
250 for (i = 1; i <= len; i++)
251 gpu_senquack.PacketBuffer.U4[i] = list[i];
253 PtrUnion packet = { .ptr = (void*)&gpu_senquack.PacketBuffer };
258 gpuClearImage(packet);
264 case 0x23: { // Monochrome 3-pt poly
265 PP driver = gpuPolySpanDrivers[
266 (gpu_senquack.blit_mask?1024:0) |
268 gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
270 gpuDrawPolyF(packet, driver, false);
276 case 0x27: { // Textured 3-pt poly
277 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
278 gpuSetTexture(gpu_senquack.PacketBuffer.U4[4] >> 16);
281 (gpu_senquack.blit_mask?1024:0) |
283 Blending_Mode | gpu_senquack.TEXT_MODE |
284 gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
286 if (!FastLightingEnabled()) {
287 driver_idx |= Lighting;
289 if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
290 driver_idx |= Lighting;
293 PP driver = gpuPolySpanDrivers[driver_idx];
294 gpuDrawPolyFT(packet, driver, false);
300 case 0x2B: { // Monochrome 4-pt poly
301 PP driver = gpuPolySpanDrivers[
302 (gpu_senquack.blit_mask?1024:0) |
304 gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
306 gpuDrawPolyF(packet, driver, true); // is_quad = true
312 case 0x2F: { // Textured 4-pt poly
313 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
314 gpuSetTexture(gpu_senquack.PacketBuffer.U4[4] >> 16);
317 (gpu_senquack.blit_mask?1024:0) |
319 Blending_Mode | gpu_senquack.TEXT_MODE |
320 gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
322 if (!FastLightingEnabled()) {
323 driver_idx |= Lighting;
325 if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
326 driver_idx |= Lighting;
329 PP driver = gpuPolySpanDrivers[driver_idx];
330 gpuDrawPolyFT(packet, driver, true); // is_quad = true
336 case 0x33: { // Gouraud-shaded 3-pt poly
337 //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however
338 // this is an untextured poly, so CF_LIGHT (texture blend)
339 // shouldn't apply. Until the original array of template
340 // instantiation ptrs is fixed, we're stuck with this. (TODO)
341 PP driver = gpuPolySpanDrivers[
342 (gpu_senquack.blit_mask?1024:0) |
345 gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
347 gpuDrawPolyG(packet, driver, false);
353 case 0x37: { // Gouraud-shaded, textured 3-pt poly
354 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
355 gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
356 PP driver = gpuPolySpanDrivers[
357 (gpu_senquack.blit_mask?1024:0) |
359 Blending_Mode | gpu_senquack.TEXT_MODE |
360 gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
362 gpuDrawPolyGT(packet, driver, false);
368 case 0x3B: { // Gouraud-shaded 4-pt poly
369 // See notes regarding '129' for 0x30..0x33 further above -senquack
370 PP driver = gpuPolySpanDrivers[
371 (gpu_senquack.blit_mask?1024:0) |
374 gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
376 gpuDrawPolyG(packet, driver, true); // is_quad = true
382 case 0x3F: { // Gouraud-shaded, textured 4-pt poly
383 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
384 gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
385 PP driver = gpuPolySpanDrivers[
386 (gpu_senquack.blit_mask?1024:0) |
388 Blending_Mode | gpu_senquack.TEXT_MODE |
389 gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
391 gpuDrawPolyGT(packet, driver, true); // is_quad = true
397 case 0x43: { // Monochrome line
398 // Shift index right by one, as untextured prims don't use lighting
399 u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
400 PSD driver = gpuPixelSpanDrivers[driver_idx];
401 gpuDrawLineF(packet, driver);
404 case 0x48 ... 0x4F: { // Monochrome line strip
405 u32 num_vertexes = 1;
406 u32 *list_position = &(list[2]);
408 // Shift index right by one, as untextured prims don't use lighting
409 u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
410 PSD driver = gpuPixelSpanDrivers[driver_idx];
411 gpuDrawLineF(packet, driver);
415 gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[2];
416 gpu_senquack.PacketBuffer.U4[2] = *list_position++;
417 gpuDrawLineF(packet, driver);
420 if(list_position >= list_end) {
424 if((*list_position & 0xf000f000) == 0x50005000)
428 len += (num_vertexes - 2);
434 case 0x53: { // Gouraud-shaded line
435 // Shift index right by one, as untextured prims don't use lighting
436 u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
437 // Index MSB selects Gouraud-shaded PixelSpanDriver:
438 driver_idx |= (1 << 5);
439 PSD driver = gpuPixelSpanDrivers[driver_idx];
440 gpuDrawLineG(packet, driver);
443 case 0x58 ... 0x5F: { // Gouraud-shaded line strip
444 u32 num_vertexes = 1;
445 u32 *list_position = &(list[2]);
447 // Shift index right by one, as untextured prims don't use lighting
448 u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
449 // Index MSB selects Gouraud-shaded PixelSpanDriver:
450 driver_idx |= (1 << 5);
451 PSD driver = gpuPixelSpanDrivers[driver_idx];
452 gpuDrawLineG(packet, driver);
456 gpu_senquack.PacketBuffer.U4[0] = gpu_senquack.PacketBuffer.U4[2];
457 gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[3];
458 gpu_senquack.PacketBuffer.U4[2] = *list_position++;
459 gpu_senquack.PacketBuffer.U4[3] = *list_position++;
460 gpuDrawLineG(packet, driver);
463 if(list_position >= list_end) {
467 if((*list_position & 0xf000f000) == 0x50005000)
471 len += (num_vertexes - 2) * 2;
477 case 0x63: { // Monochrome rectangle (variable size)
478 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
479 gpuDrawT(packet, driver);
485 case 0x67: { // Textured rectangle (variable size)
486 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
487 u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
489 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
490 // This fixes Silent Hill running animation on loading screens:
491 // (On PSX, color values 0x00-0x7F darken the source texture's color,
492 // 0x81-FF lighten textures (ultimately clamped to 0x1F),
493 // 0x80 leaves source texture color unchanged, HOWEVER,
494 // gpu_senquack uses a simple lighting LUT whereby only the upper
495 // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as
498 // NOTE: I've changed all textured sprite draw commands here and
499 // elsewhere to use proper behavior, but left poly commands
500 // alone, I don't want to slow rendering down too much. (TODO)
501 //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
502 // Strip lower 3 bits of each color and determine if lighting should be used:
503 if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
504 driver_idx |= Lighting;
505 PS driver = gpuSpriteSpanDrivers[driver_idx];
506 gpuDrawS(packet, driver);
512 case 0x6B: { // Monochrome rectangle (1x1 dot)
513 gpu_senquack.PacketBuffer.U4[2] = 0x00010001;
514 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
515 gpuDrawT(packet, driver);
521 case 0x73: { // Monochrome rectangle (8x8)
522 gpu_senquack.PacketBuffer.U4[2] = 0x00080008;
523 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
524 gpuDrawT(packet, driver);
530 case 0x77: { // Textured rectangle (8x8)
531 gpu_senquack.PacketBuffer.U4[3] = 0x00080008;
532 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
533 u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
535 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
536 //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
537 // Strip lower 3 bits of each color and determine if lighting should be used:
538 if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
539 driver_idx |= Lighting;
540 PS driver = gpuSpriteSpanDrivers[driver_idx];
541 gpuDrawS(packet, driver);
547 case 0x7B: { // Monochrome rectangle (16x16)
548 gpu_senquack.PacketBuffer.U4[2] = 0x00100010;
549 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
550 gpuDrawT(packet, driver);
556 if ((gpu_senquack.GPU_GP1 & 0x180) == 0 && (gpu_senquack.Masking | gpu_senquack.PixelMSB) == 0)
558 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
565 case 0x7F: { // Textured rectangle (16x16)
566 gpu_senquack.PacketBuffer.U4[3] = 0x00100010;
567 gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
568 u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
569 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
570 //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
571 // Strip lower 3 bits of each color and determine if lighting should be used:
572 if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
573 driver_idx |= Lighting;
574 PS driver = gpuSpriteSpanDrivers[driver_idx];
575 gpuDrawS(packet, driver);
579 case 0x80: // vid -> vid
580 gpuMoveImage(packet);
583 case 0xA0: // sys -> vid
585 u32 load_width = list[2] & 0xffff;
586 u32 load_height = list[2] >> 16;
587 u32 load_size = load_width * load_height;
589 len += load_size / 2;
595 case 0x80 ... 0x9F: // vid -> vid
596 case 0xA0 ... 0xBF: // sys -> vid
597 case 0xC0 ... 0xDF: // vid -> sys
601 case 0xE1 ... 0xE6: { // Draw settings
602 gpuGP0Cmd_0xEx(gpu_senquack, gpu_senquack.PacketBuffer.U4[0]);
608 gpu.ex_regs[1] &= ~0x1ff;
609 gpu.ex_regs[1] |= gpu_senquack.GPU_GP1 & 0x1ff;
612 return list - list_start;
615 void renderer_sync_ecmds(uint32_t *ecmds)
618 do_cmd_list(&ecmds[1], 6, &dummy);
621 void renderer_update_caches(int x, int y, int w, int h, int state_changed)
625 void renderer_flush_queues(void)
629 void renderer_set_interlace(int enable, int is_odd)
633 #include "../../frontend/plugin_lib.h"
634 // Handle any gpulib settings applicable to gpu_senquack:
635 void renderer_set_config(const struct rearmed_cbs *cbs)
637 gpu_senquack.vram = (u16*)gpu.vram;
638 gpu_senquack.config.ilace_force = cbs->gpu_senquack.ilace_force;
639 gpu_senquack.config.pixel_skip = cbs->gpu_senquack.pixel_skip;
640 gpu_senquack.config.lighting = cbs->gpu_senquack.lighting;
641 gpu_senquack.config.fast_lighting = cbs->gpu_senquack.fast_lighting;
642 gpu_senquack.config.blending = cbs->gpu_senquack.blending;
643 gpu_senquack.config.dithering = cbs->gpu_senquack.dithering;
644 gpu_senquack.config.scale_hires = cbs->gpu_senquack.scale_hires;
647 // vim:shiftwidth=2:expandtab