// memory image of the PSX vram
////////////////////////////////////////////////////////////////////////
-unsigned char *psxVSecure;
unsigned char *psxVub;
signed char *psxVsb;
unsigned short *psxVuw;
BOOL bDoLazyUpdate=FALSE;
uint32_t lGPUInfoVals[16];
static int iFakePrimBusy=0;
-static uint32_t vBlank=0;
+static const int *skip_advice;
////////////////////////////////////////////////////////////////////////
// some misc external display funcs
// INIT, will be called after lib load... well, just do some var init...
////////////////////////////////////////////////////////////////////////
+// one extra MB for soft drawing funcs security
+static unsigned char vram[1024*512*2 + 1024*1024] __attribute__((aligned(2048)));
+
long CALLBACK GPUinit(void) // GPU INIT
{
memset(ulStatusControl,0,256*sizeof(uint32_t)); // init save state scontrol field
- psxVSecure = (unsigned char *)malloc((512*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security
- if (!psxVSecure)
- return -1;
-
//!!! ATTENTION !!!
- psxVub=psxVSecure + 512 * 1024; // security offset into double sized psx vram!
+ psxVub=vram + 512 * 1024; // security offset into double sized psx vram!
psxVsb=(signed char *)psxVub; // different ways of accessing PSX VRAM
psxVsw=(signed short *)psxVub;
psxVuw_eom=psxVuw+1024*512; // pre-calc of end of vram
- memset(psxVSecure,0x00,(512*2)*1024 + (1024*1024));
+ memset(vram,0x00,(512*2)*1024 + (1024*1024));
memset(lGPUInfoVals,0x00,16*sizeof(uint32_t));
PSXDisplay.RGB24 = FALSE; // init some stuff
long CALLBACK GPUshutdown(void) // GPU SHUTDOWN
{
CloseDisplay(); // shutdown direct draw
- free(psxVSecure);
return 0; // nothinh to do
}
if(dwActFixes&0xa0) // -> pc fps calculation fix/old skipping fix
{
- if((fps_skip < fFrameRateHz) && !bSkipNextFrame) // -> skip max one in a row
+ int skip = (skip_advice && *skip_advice) || UseFrameSkip == 1 || fps_skip < fFrameRateHz;
+ if(skip && !bSkipNextFrame) // -> skip max one in a row
{bSkipNextFrame = TRUE; fps_skip=fFrameRateHz;}
else bSkipNextFrame = FALSE;
}
GPUIsReadyForCommands;
}
}
- return lGPUstatusRet | vBlank;
+ return lGPUstatusRet;
}
////////////////////////////////////////////////////////////////////////
}
lGPUstatusRet|=GPUSTATUS_INTERLACED;
}
- else lGPUstatusRet&=~GPUSTATUS_INTERLACED;
+ else lGPUstatusRet&=~(GPUSTATUS_INTERLACED|0x80000000);
if (PSXDisplay.PAL)
lGPUstatusRet|=GPUSTATUS_PAL;
uint32_t dmaMem;
unsigned char * baseAddrB;
short count;unsigned int DMACommandCounter = 0;
+ long dmaWords = 0;
GPUIsBusy;
if(CheckForEndlessLoop(addr)) break;
count = baseAddrB[addr+3];
+ dmaWords += 1 + count;
dmaMem=addr+4;
GPUIsIdle;
- return 0;
+ return dmaWords;
}
////////////////////////////////////////////////////////////////////////
// RESET TEXTURE STORE HERE, IF YOU USE SOMETHING LIKE THAT
+ PreviousPSXDisplay.Height = 0;
GPUwriteStatus(ulStatusControl[0]);
GPUwriteStatus(ulStatusControl[1]);
GPUwriteStatus(ulStatusControl[2]);
return 1;
}
-void CALLBACK GPUvBlank(int val)
+// rearmed thing
+#include "../../frontend/plugin_lib.h"
+
+const struct rearmed_cbs *rcbs;
+
+void GPUrearmedCallbacks(const struct rearmed_cbs *cbs)
{
- vBlank=val?0x80000000:0;
+ // sync config
+ UseFrameSkip = cbs->frameskip;
+ iUseDither = cbs->gpu_peops.iUseDither;
+ dwActFixes = cbs->gpu_peops.dwActFixes;
+ fFrameRateHz = cbs->gpu_peops.fFrameRateHz;
+ dwFrameRateTicks = cbs->gpu_peops.dwFrameRateTicks;
+ if (cbs->pl_vout_set_raw_vram)
+ cbs->pl_vout_set_raw_vram(psxVub);
+ if (cbs->pl_set_gpu_caps)
+ cbs->pl_set_gpu_caps(0);
+
+ skip_advice = &cbs->fskip_advice;
+ fps_skip = 100.0f;
+ rcbs = cbs;
}
-