-/***************************************************************************
-* Copyright (C) 2010 PCSX4ALL Team *
-* Copyright (C) 2010 Unai *
-* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
-* *
-* This program is free software; you can redistribute it and/or modify *
-* it under the terms of the GNU General Public License as published by *
-* the Free Software Foundation; either version 2 of the License, or *
-* (at your option) any later version. *
-* *
-* This program is distributed in the hope that it will be useful, *
-* but WITHOUT ANY WARRANTY; without even the implied warranty of *
-* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
-* GNU General Public License for more details. *
-* *
-* You should have received a copy of the GNU General Public License *
-* along with this program; if not, write to the *
-* Free Software Foundation, Inc., *
-* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
-***************************************************************************/
-
-#ifndef GPU_UNAI_H
-#define GPU_UNAI_H
-
-#include "gpu.h"
-
-// Header shared between both standalone gpu_senquack (gpu.cpp) and new
-// gpulib-compatible gpu_senquack (gpulib_if.cpp)
-// -> Anything here should be for gpu_senquack's private use. <-
-
-///////////////////////////////////////////////////////////////////////////////
-// Compile Options
-
-//#define ENABLE_GPU_NULL_SUPPORT // Enables NullGPU support
-//#define ENABLE_GPU_LOG_SUPPORT // Enables gpu logger, very slow only for windows debugging
-//#define ENABLE_GPU_ARMV7 // Enables ARMv7 optimized assembly
-
-//Poly routine options (default is integer math and accurate division)
-//#define GPU_UNAI_USE_FLOATMATH // Use float math in poly routines
-//#define GPU_UNAI_USE_FLOAT_DIV_MULTINV // If GPU_UNAI_USE_FLOATMATH is defined,
- // use multiply-by-inverse for division
-//#define GPU_UNAI_USE_INT_DIV_MULTINV // If GPU_UNAI_USE_FLOATMATH is *not*
- // defined, use old inaccurate division
-
-
-#define GPU_INLINE static inline __attribute__((always_inline))
-#define INLINE static inline __attribute__((always_inline))
-
-#define u8 uint8_t
-#define s8 int8_t
-#define u16 uint16_t
-#define s16 int16_t
-#define u32 uint32_t
-#define s32 int32_t
-#define s64 int64_t
-
-union PtrUnion
-{
- u32 *U4;
- s32 *S4;
- u16 *U2;
- s16 *S2;
- u8 *U1;
- s8 *S1;
- void *ptr;
-};
-
-union GPUPacket
-{
- u32 U4[16];
- s32 S4[16];
- u16 U2[32];
- s16 S2[32];
- u8 U1[64];
- s8 S1[64];
-};
-
-template<class T> static inline void SwapValues(T &x, T &y)
-{
- T tmp(x); x = y; y = tmp;
-}
-
-template<typename T>
-static inline T Min2 (const T a, const T b)
-{
- return (a<b)?a:b;
-}
-
-template<typename T>
-static inline T Min3 (const T a, const T b, const T c)
-{
- return Min2(Min2(a,b),c);
-}
-
-template<typename T>
-static inline T Max2 (const T a, const T b)
-{
- return (a>b)?a:b;
-}
-
-template<typename T>
-static inline T Max3 (const T a, const T b, const T c)
-{
- return Max2(Max2(a,b),c);
-}
-
-
-///////////////////////////////////////////////////////////////////////////////
-// GPU Raster Macros
-
-// Convert 24bpp color parameter of GPU command to 16bpp (15bpp + mask bit)
-#define GPU_RGB16(rgb) ((((rgb)&0xF80000)>>9)|(((rgb)&0xF800)>>6)|(((rgb)&0xF8)>>3))
-
-// Sign-extend 11-bit coordinate command param
-#define GPU_EXPANDSIGN(x) (((s32)(x)<<(32-11))>>(32-11))
-
-// Max difference between any two X or Y primitive coordinates
-#define CHKMAX_X 1024
-#define CHKMAX_Y 512
-
-#define FRAME_BUFFER_SIZE (1024*512*2)
-#define FRAME_WIDTH 1024
-#define FRAME_HEIGHT 512
-#define FRAME_OFFSET(x,y) (((y)<<10)+(x))
-#define FRAME_BYTE_STRIDE 2048
-#define FRAME_BYTES_PER_PIXEL 2
-
-static inline s32 GPU_DIV(s32 rs, s32 rt)
-{
- return rt ? (rs / rt) : (0);
-}
-
-// 'Unsafe' version of above that doesn't check for div-by-zero
-#define GPU_FAST_DIV(rs, rt) ((signed)(rs) / (signed)(rt))
-
-struct gpu_senquack_t {
- u32 GPU_GP1;
- GPUPacket PacketBuffer;
- u16 *vram;
-
-#ifndef USE_GPULIB
- u32 GPU_GP0;
- u32 tex_window; // Current texture window vals (set by GP0(E2h) cmd)
- s32 PacketCount;
- s32 PacketIndex;
- bool fb_dirty; // Framebuffer is dirty (according to GPU)
-
- // Display status
- // NOTE: Standalone older gpu_senquack didn't care about horiz display range
- u16 DisplayArea[6]; // [0] : Start of display area (in VRAM) X
- // [1] : Start of display area (in VRAM) Y
- // [2] : Display mode resolution HORIZONTAL
- // [3] : Display mode resolution VERTICAL
- // [4] : Vertical display range (on TV) START
- // [5] : Vertical display range (on TV) END
-
- ////////////////////////////////////////////////////////////////////////////
- // Dma Transfers info
- struct {
- s32 px,py;
- s32 x_end,y_end;
- u16* pvram;
- u32 *last_dma; // Last dma pointer
- bool FrameToRead; // Load image in progress
- bool FrameToWrite; // Store image in progress
- } dma;
-
- ////////////////////////////////////////////////////////////////////////////
- // Frameskip
- struct {
- int skipCount; // Frame skip (0,1,2,3...)
- bool isSkip; // Skip frame (according to GPU)
- bool skipFrame; // Skip this frame (according to frame skip)
- bool wasSkip; // Skip frame old value (according to GPU)
- bool skipGPU; // Skip GPU primitives
- } frameskip;
-#endif
- // END of standalone gpu_senquack variables
- ////////////////////////////////////////////////////////////////////////////
-
- u32 TextureWindowCur; // Current setting from last GP0(0xE2) cmd (raw form)
- u8 TextureWindow[4]; // [0] : Texture window offset X
- // [1] : Texture window offset Y
- // [2] : Texture window mask X
- // [3] : Texture window mask Y
-
- u16 DrawingArea[4]; // [0] : Drawing area top left X
- // [1] : Drawing area top left Y
- // [2] : Drawing area bottom right X
- // [3] : Drawing area bottom right Y
-
- s16 DrawingOffset[2]; // [0] : Drawing offset X (signed)
- // [1] : Drawing offset Y (signed)
-
- u16* TBA; // Ptr to current texture in VRAM
- u16* CBA; // Ptr to current CLUT in VRAM
-
- ////////////////////////////////////////////////////////////////////////////
- // Inner Loop parameters
-
- // 22.10 Fixed-pt texture coords, mask, scanline advance
- // NOTE: U,V are no longer packed together into one u32, this proved to be
- // too imprecise, leading to pixel dropouts. Example: NFS3's skybox.
- u32 u, v;
- u32 u_msk, v_msk;
- s32 u_inc, v_inc;
-
- // Color for Gouraud-shaded prims
- // Packed fixed-pt 8.3:8.3:8.2 rgb triplet
- // layout: rrrrrrrrXXXggggggggXXXbbbbbbbbXX
- // ^ bit 31 ^ bit 0
- u32 gCol;
- u32 gInc; // Increment along scanline for gCol
-
- // Color for flat-shaded, texture-blended prims
- u8 r5, g5, b5; // 5-bit light for undithered prims
- u8 r8, g8, b8; // 8-bit light for dithered prims
-
- // Color for flat-shaded, untextured prims
- u16 PixelData; // bgr555 color for untextured flat-shaded polys
-
- // End of inner Loop parameters
- ////////////////////////////////////////////////////////////////////////////
-
-
- u8 blit_mask; // Determines what pixels to skip when rendering.
- // Only useful on low-resolution devices using
- // a simple pixel-dropping downscaler for PS1
- // high-res modes. See 'pixel_skip' option.
-
- u8 ilace_mask; // Determines what lines to skip when rendering.
- // Normally 0 when PS1 240 vertical res is in
- // use and ilace_force is 0. When running in
- // PS1 480 vertical res on a low-resolution
- // device (320x240), will usually be set to 1
- // so odd lines are not rendered. (Unless future
- // full-screen scaling option is in use ..TODO)
-
- bool prog_ilace_flag; // Tracks successive frames for 'prog_ilace' option
-
- u8 BLEND_MODE;
- u8 TEXT_MODE;
- u8 Masking;
-
- u16 PixelMSB;
-
- gpu_senquack_config_t config;
-
- u8 LightLUT[32*32]; // 5-bit lighting LUT (gpu_inner_light.h)
- u32 DitherMatrix[64]; // Matrix of dither coefficients
-};
-
-static gpu_senquack_t gpu_senquack;
-
-// Global config that frontend can alter.. Values are read in GPU_init().
-// TODO: if frontend menu modifies a setting, add a function that can notify
-// GPU plugin to use new setting.
-gpu_senquack_config_t gpu_senquack_config_ext;
-
-///////////////////////////////////////////////////////////////////////////////
-// Internal inline funcs to get option status: (Allows flexibility)
-static inline bool LightingEnabled()
-{
- return gpu_senquack.config.lighting;
-}
-
-static inline bool FastLightingEnabled()
-{
- return gpu_senquack.config.fast_lighting;
-}
-
-static inline bool BlendingEnabled()
-{
- return gpu_senquack.config.blending;
-}
-
-static inline bool DitheringEnabled()
-{
- return gpu_senquack.config.dithering;
-}
-
-// For now, this is just for development/experimentation purposes..
-// If modified to return true, it will allow ignoring the status register
-// bit 9 setting (dither enable). It will still restrict dithering only
-// to Gouraud-shaded or texture-blended polys.
-static inline bool ForcedDitheringEnabled()
-{
- return false;
-}
-
-static inline bool ProgressiveInterlaceEnabled()
-{
-#ifdef USE_GPULIB
- // Using this old option greatly decreases quality of image. Disabled
- // for now when using new gpulib, since it also adds more work in loops.
- return false;
-#else
- return gpu_senquack.config.prog_ilace;
-#endif
-}
-
-// For now, 320x240 output resolution is assumed, using simple line-skipping
-// and pixel-skipping downscaler.
-// TODO: Flesh these out so they return useful values based on whether
-// running on higher-res device or a resampling downscaler is enabled.
-static inline bool PixelSkipEnabled()
-{
- return gpu_senquack.config.pixel_skip || gpu_senquack.config.scale_hires;
-}
-
-static inline bool LineSkipEnabled()
-{
- return true;
-}
-
-#endif // GPU_UNAI_H