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"
29 #ifdef THREAD_RENDERING
30 #include "../gpulib/gpulib_thread_if.h"
31 #define do_cmd_list real_do_cmd_list
32 #define renderer_init real_renderer_init
33 #define renderer_finish real_renderer_finish
34 #define renderer_sync_ecmds real_renderer_sync_ecmds
35 #define renderer_update_caches real_renderer_update_caches
36 #define renderer_flush_queues real_renderer_flush_queues
37 #define renderer_set_interlace real_renderer_set_interlace
38 #define renderer_set_config real_renderer_set_config
39 #define renderer_notify_res_change real_renderer_notify_res_change
40 #define renderer_notify_update_lace real_renderer_notify_update_lace
41 #define renderer_sync real_renderer_sync
42 #define ex_regs scratch_ex_regs
48 // GPU fixed point math
49 #include "gpu_fixedpoint.h"
51 // Inner loop driver instantiation file
52 #include "gpu_inner.h"
54 // GPU internal image drawing functions
55 #include "gpu_raster_image.h"
57 // GPU internal line drawing functions
58 #include "gpu_raster_line.h"
60 // GPU internal polygon drawing functions
61 #include "gpu_raster_polygon.h"
63 // GPU internal sprite drawing functions
64 #include "gpu_raster_sprite.h"
66 // GPU command buffer execution/store
67 #include "gpu_command.h"
69 /////////////////////////////////////////////////////////////////////////////
71 #define DOWNSCALE_VRAM_SIZE (1024 * 512 * 2 * 2 + 4096)
73 INLINE void scale_640_to_320(uint16_t *dest, const uint16_t *src, bool isRGB24) {
77 const uint8_t* src8 = (const uint8_t *)src;
78 uint8_t* dst8 = (uint8_t *)dest;
87 const uint16_t* src16 = src;
88 uint16_t* dst16 = dest;
97 INLINE void scale_512_to_320(uint16_t *dest, const uint16_t *src, bool isRGB24) {
101 const uint8_t* src8 = (const uint8_t *)src;
102 uint8_t* dst8 = (uint8_t *)dest;
125 const uint16_t* src16 = src;
126 uint16_t* dst16 = dest;
141 static uint16_t *get_downscale_buffer(int *x, int *y, int *w, int *h, int *vram_h)
143 uint16_t *dest = gpu_unai.downscale_vram;
144 const uint16_t *src = gpu_unai.vram;
145 bool isRGB24 = (gpu_unai.GPU_GP1 & 0x00200000 ? true : false);
146 int stride = 1024, dstride = 1024, lines = *h, orig_w = *w;
148 // PS1 fb read wraps around (fixes black screen in 'Tobal no. 1')
149 unsigned int fb_mask = 1024 * 512 - 1;
156 // Ensure start at a non-skipped line
157 while (*y & gpu_unai.ilace_mask) ++*y;
160 unsigned int fb_offset_src = (*y * dstride + *x) & fb_mask;
161 unsigned int fb_offset_dest = fb_offset_src;
163 if (*w == 512 || *w == 640) {
170 scale_640_to_320(dest + fb_offset_dest, src + fb_offset_src, isRGB24);
171 fb_offset_src = (fb_offset_src + stride) & fb_mask;
172 fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
178 scale_512_to_320(dest + fb_offset_dest, src + fb_offset_src, isRGB24);
179 fb_offset_src = (fb_offset_src + stride) & fb_mask;
180 fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
184 size_t size = isRGB24 ? *w * 3 : *w * 2;
187 memcpy(dest + fb_offset_dest, src + fb_offset_src, size);
188 fb_offset_src = (fb_offset_src + stride) & fb_mask;
189 fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
194 return gpu_unai.downscale_vram;
197 static void map_downscale_buffer(void)
199 if (gpu_unai.downscale_vram)
202 gpu_unai.downscale_vram = (uint16_t*)gpu.mmap(DOWNSCALE_VRAM_SIZE);
204 if (gpu_unai.downscale_vram == NULL) {
205 fprintf(stderr, "failed to map downscale buffer\n");
206 gpu.get_downscale_buffer = NULL;
209 gpu.get_downscale_buffer = get_downscale_buffer;
213 static void unmap_downscale_buffer(void)
215 if (gpu_unai.downscale_vram == NULL)
218 gpu.munmap(gpu_unai.downscale_vram, DOWNSCALE_VRAM_SIZE);
219 gpu_unai.downscale_vram = NULL;
220 gpu.get_downscale_buffer = NULL;
223 int renderer_init(void)
225 memset((void*)&gpu_unai, 0, sizeof(gpu_unai));
226 gpu_unai.vram = (u16*)gpu.vram;
228 // Original standalone gpu_unai initialized TextureWindow[]. I added the
229 // same behavior here, since it seems unsafe to leave [2],[3] unset when
230 // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
231 gpu_unai.TextureWindow[0] = 0;
232 gpu_unai.TextureWindow[1] = 0;
233 gpu_unai.TextureWindow[2] = 255;
234 gpu_unai.TextureWindow[3] = 255;
235 //senquack - new vars must be updated whenever texture window is changed:
236 // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
237 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
238 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
239 gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
241 // Configuration options
242 gpu_unai.config = gpu_unai_config_ext;
243 //senquack - disabled, not sure this is needed and would require modifying
244 // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
245 // present in latest PCSX4ALL sources we were using.
246 //gpu_unai.config.enableAbbeyHack = gpu_unai_config_ext.abe_hack;
247 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
249 #ifdef GPU_UNAI_USE_INT_DIV_MULTINV
251 for(int i=1;i<=(1<<TABLE_BITS);++i)
253 double v = 1.0 / double(i);
254 #ifdef GPU_TABLE_10_BITS
255 v *= double(0xffffffff>>1);
257 v *= double(0x80000000);
259 s_invTable[i-1]=s32(v);
264 SetupDitheringConstants();
266 if (gpu_unai.config.scale_hires) {
267 map_downscale_buffer();
273 void renderer_finish(void)
275 unmap_downscale_buffer();
278 void renderer_notify_res_change(void)
280 if (PixelSkipEnabled()) {
281 // Set blit_mask for high horizontal resolutions. This allows skipping
282 // rendering pixels that would never get displayed on low-resolution
283 // platforms that use simple pixel-dropping scaler.
285 switch (gpu.screen.hres)
287 case 512: gpu_unai.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
288 case 640: gpu_unai.blit_mask = 0xaa; break; // GPU_BlitWS
289 default: gpu_unai.blit_mask = 0; break;
292 gpu_unai.blit_mask = 0;
295 if (LineSkipEnabled()) {
296 // Set rendering line-skip (only render every other line in high-res
297 // 480 vertical mode, or, optionally, force it for all video modes)
299 if (gpu.screen.vres == 480) {
300 if (gpu_unai.config.ilace_force) {
301 gpu_unai.ilace_mask = 3; // Only need 1/4 of lines
303 gpu_unai.ilace_mask = 1; // Only need 1/2 of lines
306 // Vert resolution changed from 480 to lower one
307 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
310 gpu_unai.ilace_mask = 0;
314 printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n",
315 gpu.screen.hres, gpu.screen.vres, (gpu.status & PSX_GPU_STATUS_RGB24) ? 24 : 15,
316 gpu_unai.ilace_mask);
320 void renderer_notify_scanout_x_change(int x, int w)
325 // Handles GP0 draw settings commands 0xE1...0xE6
326 static void gpuGP0Cmd_0xEx(gpu_unai_t &gpu_unai, u32 cmd_word)
328 // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
329 u8 num = (cmd_word >> 24) & 7;
330 gpu.ex_regs[num] = cmd_word; // Update gpulib register
333 // GP0(E1h) - Draw Mode setting (aka "Texpage")
334 u32 cur_texpage = gpu_unai.GPU_GP1 & 0x7FF;
335 u32 new_texpage = cmd_word & 0x7FF;
336 if (cur_texpage != new_texpage) {
337 gpu_unai.GPU_GP1 = (gpu_unai.GPU_GP1 & ~0x7FF) | new_texpage;
338 gpuSetTexture(gpu_unai.GPU_GP1);
343 // GP0(E2h) - Texture Window setting
344 if (cmd_word != gpu_unai.TextureWindowCur) {
345 static const u8 TextureMask[32] = {
346 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7,
347 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7
349 gpu_unai.TextureWindowCur = cmd_word;
350 gpu_unai.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
351 gpu_unai.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
352 gpu_unai.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
353 gpu_unai.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
354 gpu_unai.TextureWindow[0] &= ~gpu_unai.TextureWindow[2];
355 gpu_unai.TextureWindow[1] &= ~gpu_unai.TextureWindow[3];
357 // Inner loop vars must be updated whenever texture window is changed:
358 const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
359 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1);
360 gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1);
362 gpuSetTexture(gpu_unai.GPU_GP1);
367 // GP0(E3h) - Set Drawing Area top left (X1,Y1)
368 gpu_unai.DrawingArea[0] = cmd_word & 0x3FF;
369 gpu_unai.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
373 // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
374 gpu_unai.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
375 gpu_unai.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
379 // GP0(E5h) - Set Drawing Offset (X,Y)
380 gpu_unai.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
381 gpu_unai.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
385 // GP0(E6h) - Mask Bit Setting
386 gpu_unai.Masking = (cmd_word & 0x2) << 1;
387 gpu_unai.PixelMSB = (cmd_word & 0x1) << 8;
393 extern const unsigned char cmd_lengths[256];
395 int do_cmd_list(u32 *list, int list_len, int *last_cmd)
398 u32 *list_start = list;
399 u32 *list_end = list + list_len;
401 //TODO: set ilace_mask when resolution changes instead of every time,
402 // eliminate #ifdef below.
403 gpu_unai.ilace_mask = gpu_unai.config.ilace_force;
405 #ifdef HAVE_PRE_ARMV7 /* XXX */
406 gpu_unai.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
408 if (gpu_unai.config.scale_hires) {
409 gpu_unai.ilace_mask |= !!(gpu.status & PSX_GPU_STATUS_INTERLACE);
412 for (; list < list_end; list += 1 + len)
415 len = cmd_lengths[cmd];
416 if (list + 1 + len > list_end) {
422 gpu_unai.PacketBuffer.U4[0] = list[0];
423 for (i = 1; i <= len; i++)
424 gpu_unai.PacketBuffer.U4[i] = list[i];
426 PtrUnion packet = { .ptr = (void*)&gpu_unai.PacketBuffer };
431 gpuClearImage(packet);
437 case 0x23: { // Monochrome 3-pt poly
438 PP driver = gpuPolySpanDrivers[
439 (gpu_unai.blit_mask?1024:0) |
441 gpu_unai.Masking | Blending | gpu_unai.PixelMSB
443 gpuDrawPolyF(packet, driver, false);
449 case 0x27: { // Textured 3-pt poly
450 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
451 gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16);
454 (gpu_unai.blit_mask?1024:0) |
456 Blending_Mode | gpu_unai.TEXT_MODE |
457 gpu_unai.Masking | Blending | gpu_unai.PixelMSB;
459 if (!FastLightingEnabled()) {
460 driver_idx |= Lighting;
462 if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)))
463 driver_idx |= Lighting;
466 PP driver = gpuPolySpanDrivers[driver_idx];
467 gpuDrawPolyFT(packet, driver, false);
473 case 0x2B: { // Monochrome 4-pt poly
474 PP driver = gpuPolySpanDrivers[
475 (gpu_unai.blit_mask?1024:0) |
477 gpu_unai.Masking | Blending | gpu_unai.PixelMSB
479 gpuDrawPolyF(packet, driver, true); // is_quad = true
485 case 0x2F: { // Textured 4-pt poly
486 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
487 gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16);
490 (gpu_unai.blit_mask?1024:0) |
492 Blending_Mode | gpu_unai.TEXT_MODE |
493 gpu_unai.Masking | Blending | gpu_unai.PixelMSB;
495 if (!FastLightingEnabled()) {
496 driver_idx |= Lighting;
498 if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)))
499 driver_idx |= Lighting;
502 PP driver = gpuPolySpanDrivers[driver_idx];
503 gpuDrawPolyFT(packet, driver, true); // is_quad = true
509 case 0x33: { // Gouraud-shaded 3-pt poly
510 //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however
511 // this is an untextured poly, so CF_LIGHT (texture blend)
512 // shouldn't apply. Until the original array of template
513 // instantiation ptrs is fixed, we're stuck with this. (TODO)
514 PP driver = gpuPolySpanDrivers[
515 (gpu_unai.blit_mask?1024:0) |
518 gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB
520 gpuDrawPolyG(packet, driver, false);
526 case 0x37: { // Gouraud-shaded, textured 3-pt poly
527 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
528 gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16);
529 PP driver = gpuPolySpanDrivers[
530 (gpu_unai.blit_mask?1024:0) |
532 Blending_Mode | gpu_unai.TEXT_MODE |
533 gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB
535 gpuDrawPolyGT(packet, driver, false);
541 case 0x3B: { // Gouraud-shaded 4-pt poly
542 // See notes regarding '129' for 0x30..0x33 further above -senquack
543 PP driver = gpuPolySpanDrivers[
544 (gpu_unai.blit_mask?1024:0) |
547 gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB
549 gpuDrawPolyG(packet, driver, true); // is_quad = true
555 case 0x3F: { // Gouraud-shaded, textured 4-pt poly
556 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
557 gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16);
558 PP driver = gpuPolySpanDrivers[
559 (gpu_unai.blit_mask?1024:0) |
561 Blending_Mode | gpu_unai.TEXT_MODE |
562 gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB
564 gpuDrawPolyGT(packet, driver, true); // is_quad = true
570 case 0x43: { // Monochrome line
571 // Shift index right by one, as untextured prims don't use lighting
572 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
573 PSD driver = gpuPixelSpanDrivers[driver_idx];
574 gpuDrawLineF(packet, driver);
577 case 0x48 ... 0x4F: { // Monochrome line strip
578 u32 num_vertexes = 1;
579 u32 *list_position = &(list[2]);
581 // Shift index right by one, as untextured prims don't use lighting
582 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
583 PSD driver = gpuPixelSpanDrivers[driver_idx];
584 gpuDrawLineF(packet, driver);
588 gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[2];
589 gpu_unai.PacketBuffer.U4[2] = *list_position++;
590 gpuDrawLineF(packet, driver);
593 if(list_position >= list_end) {
597 if((*list_position & 0xf000f000) == 0x50005000)
601 len += (num_vertexes - 2);
607 case 0x53: { // Gouraud-shaded line
608 // Shift index right by one, as untextured prims don't use lighting
609 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
610 // Index MSB selects Gouraud-shaded PixelSpanDriver:
611 driver_idx |= (1 << 5);
612 PSD driver = gpuPixelSpanDrivers[driver_idx];
613 gpuDrawLineG(packet, driver);
616 case 0x58 ... 0x5F: { // Gouraud-shaded line strip
617 u32 num_vertexes = 1;
618 u32 *list_position = &(list[2]);
620 // Shift index right by one, as untextured prims don't use lighting
621 u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1;
622 // Index MSB selects Gouraud-shaded PixelSpanDriver:
623 driver_idx |= (1 << 5);
624 PSD driver = gpuPixelSpanDrivers[driver_idx];
625 gpuDrawLineG(packet, driver);
629 gpu_unai.PacketBuffer.U4[0] = gpu_unai.PacketBuffer.U4[2];
630 gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[3];
631 gpu_unai.PacketBuffer.U4[2] = *list_position++;
632 gpu_unai.PacketBuffer.U4[3] = *list_position++;
633 gpuDrawLineG(packet, driver);
636 if(list_position >= list_end) {
640 if((*list_position & 0xf000f000) == 0x50005000)
644 len += (num_vertexes - 2) * 2;
650 case 0x63: { // Monochrome rectangle (variable size)
651 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
652 gpuDrawT(packet, driver);
658 case 0x67: { // Textured rectangle (variable size)
659 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
660 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
662 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
663 // This fixes Silent Hill running animation on loading screens:
664 // (On PSX, color values 0x00-0x7F darken the source texture's color,
665 // 0x81-FF lighten textures (ultimately clamped to 0x1F),
666 // 0x80 leaves source texture color unchanged, HOWEVER,
667 // gpu_unai uses a simple lighting LUT whereby only the upper
668 // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as
671 // NOTE: I've changed all textured sprite draw commands here and
672 // elsewhere to use proper behavior, but left poly commands
673 // alone, I don't want to slow rendering down too much. (TODO)
674 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
675 // Strip lower 3 bits of each color and determine if lighting should be used:
676 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
677 driver_idx |= Lighting;
678 PS driver = gpuSpriteSpanDrivers[driver_idx];
679 gpuDrawS(packet, driver);
685 case 0x6B: { // Monochrome rectangle (1x1 dot)
686 gpu_unai.PacketBuffer.U4[2] = 0x00010001;
687 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
688 gpuDrawT(packet, driver);
694 case 0x73: { // Monochrome rectangle (8x8)
695 gpu_unai.PacketBuffer.U4[2] = 0x00080008;
696 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
697 gpuDrawT(packet, driver);
703 case 0x77: { // Textured rectangle (8x8)
704 gpu_unai.PacketBuffer.U4[3] = 0x00080008;
705 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
706 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
708 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
709 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
710 // Strip lower 3 bits of each color and determine if lighting should be used:
711 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
712 driver_idx |= Lighting;
713 PS driver = gpuSpriteSpanDrivers[driver_idx];
714 gpuDrawS(packet, driver);
720 case 0x7B: { // Monochrome rectangle (16x16)
721 gpu_unai.PacketBuffer.U4[2] = 0x00100010;
722 PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
723 gpuDrawT(packet, driver);
729 if ((gpu_unai.GPU_GP1 & 0x180) == 0 && (gpu_unai.Masking | gpu_unai.PixelMSB) == 0)
731 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
738 case 0x7F: { // Textured rectangle (16x16)
739 gpu_unai.PacketBuffer.U4[3] = 0x00100010;
740 gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
741 u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
742 //senquack - Only color 808080h-878787h allows skipping lighting calculation:
743 //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))
744 // Strip lower 3 bits of each color and determine if lighting should be used:
745 if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
746 driver_idx |= Lighting;
747 PS driver = gpuSpriteSpanDrivers[driver_idx];
748 gpuDrawS(packet, driver);
751 case 0x80: // vid -> vid
752 gpuMoveImage(packet);
756 case 0xA0: // sys -> vid
758 u32 load_width = list[2] & 0xffff;
759 u32 load_height = list[2] >> 16;
760 u32 load_size = load_width * load_height;
762 len += load_size / 2;
768 case 0xA0: // sys ->vid
769 case 0xC0: // vid -> sys
773 case 0xE1 ... 0xE6: { // Draw settings
774 gpuGP0Cmd_0xEx(gpu_unai, gpu_unai.PacketBuffer.U4[0]);
780 gpu.ex_regs[1] &= ~0x1ff;
781 gpu.ex_regs[1] |= gpu_unai.GPU_GP1 & 0x1ff;
784 return list - list_start;
787 void renderer_sync_ecmds(uint32_t *ecmds)
790 do_cmd_list(&ecmds[1], 6, &dummy);
793 void renderer_update_caches(int x, int y, int w, int h, int state_changed)
797 void renderer_flush_queues(void)
801 void renderer_set_interlace(int enable, int is_odd)
805 #include "../../frontend/plugin_lib.h"
806 // Handle any gpulib settings applicable to gpu_unai:
807 void renderer_set_config(const struct rearmed_cbs *cbs)
809 gpu_unai.vram = (u16*)gpu.vram;
810 gpu_unai.config.ilace_force = cbs->gpu_unai.ilace_force;
811 gpu_unai.config.pixel_skip = cbs->gpu_unai.pixel_skip;
812 gpu_unai.config.lighting = cbs->gpu_unai.lighting;
813 gpu_unai.config.fast_lighting = cbs->gpu_unai.fast_lighting;
814 gpu_unai.config.blending = cbs->gpu_unai.blending;
815 gpu_unai.config.dithering = cbs->gpu_unai.dithering;
816 gpu_unai.config.scale_hires = cbs->gpu_unai.scale_hires;
818 gpu.state.downscale_enable = gpu_unai.config.scale_hires;
819 if (gpu_unai.config.scale_hires) {
820 map_downscale_buffer();
822 unmap_downscale_buffer();
826 void renderer_sync(void)
830 void renderer_notify_update_lace(int updated)
834 // vim:shiftwidth=2:expandtab