int iRumbleVal = 0;\r
int iRumbleTime = 0;\r
\r
+static void (*rearmed_get_layer_pos)(int *x, int *y, int *w, int *h);\r
+\r
////////////////////////////////////////////////////////////////////////\r
// stuff to make this a true PDK module\r
////////////////////////////////////////////////////////////////////////\r
#ifdef _WINDOWS\r
void CALLBACK GPUmakeSnapshot(void)\r
#else\r
-void CALLBACK GPU_makeSnapshot(void)\r
+void CALLBACK GPUmakeSnapshot(void)\r
#endif\r
{\r
//bSnapShot = TRUE;\r
#ifdef _WINDOWS\r
long CALLBACK GPUinit()\r
#else\r
-long CALLBACK GPU_init()\r
+long CALLBACK GPUinit()\r
#endif\r
{\r
memset(ulStatusControl,0,256*sizeof(unsigned long));\r
\r
long CALLBACK GPUopen(HWND hwndGPU) \r
#else\r
-long CALLBACK GPU_open(int hwndGPU) \r
+long CALLBACK GPUopen(int hwndGPU)\r
#endif\r
{\r
#ifdef _WINDOWS\r
\r
\r
\r
- \r
- \r
#ifdef _WINDOWS\r
iResX=240;iResY=320;\r
#endif\r
- iColDepth=32;\r
+#ifdef MAEMO_CHANGES\r
+ iResX=800;iResY=480;\r
+#endif\r
+ iColDepth=8;\r
bChangeRes=FALSE;\r
#ifdef _WINDOWS\r
bWindowMode=TRUE;\r
\r
#else\r
\r
-long GPU_close() // LINUX CLOSE\r
+long GPUclose() // LINUX CLOSE\r
{\r
GLcleanup(); // close OGL\r
\r
#ifdef _WINDOWS\r
long CALLBACK GPUshutdown()\r
#else\r
-long CALLBACK GPU_shutdown()\r
+long CALLBACK GPUshutdown()\r
#endif\r
{\r
if(psxVSecure) free(psxVSecure); // kill emulated vram memory\r
\r
int iLastRGB24=0; // special vars for checking when to skip two display updates\r
int iSkipTwo=0;\r
-void GPU_vSinc(void){\r
+void GPUvSinc(void){\r
updateDisplay();\r
}\r
void updateDisplay(void) // UPDATE DISPLAY\r
if(!PSXDisplay.DisplayModeNew.x) return;\r
if(!PSXDisplay.DisplayModeNew.y) return;\r
\r
+#if 0\r
xs=(float)iResX/(float)PSXDisplay.DisplayModeNew.x;\r
ys=(float)iResY/(float)PSXDisplay.DisplayModeNew.y;\r
\r
}\r
\r
rRatioRect=r;\r
-\r
+#else\r
+ // pcsx-rearmed hack\r
+ if (rearmed_get_layer_pos != NULL)\r
+ rearmed_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);\r
+#endif\r
\r
glViewport(rRatioRect.left,\r
iResY-(rRatioRect.top+rRatioRect.bottom),\r
#ifdef _WINDOWS\r
void CALLBACK GPUupdateLace(void)\r
#else\r
-void CALLBACK GPU_updateLace(void)\r
+void CALLBACK GPUupdateLace(void)\r
#endif\r
{\r
if(!(dwActFixes&0x1000)) \r
#ifdef _WINDOWS\r
unsigned long CALLBACK GPUreadStatus(void)\r
#else\r
-unsigned long CALLBACK GPU_readStatus(void)\r
+unsigned long CALLBACK GPUreadStatus(void)\r
#endif\r
{\r
if(dwActFixes&0x1000) // CC game fix\r
#ifdef _WINDOWS\r
void CALLBACK GPUwriteStatus(unsigned long gdata)\r
#else\r
-void CALLBACK GPU_writeStatus(unsigned long gdata)\r
+void CALLBACK GPUwriteStatus(unsigned long gdata)\r
#endif\r
{\r
unsigned long lCommand=(gdata>>24)&0xff;\r
#ifdef _WINDOWS\r
void CALLBACK GPUreadDataMem(unsigned int * pMem, int iSize)\r
#else\r
-void CALLBACK GPU_readDataMem(unsigned long * pMem, int iSize)\r
+void CALLBACK GPUreadDataMem(unsigned long * pMem, int iSize)\r
#endif\r
{\r
int i;\r
#ifdef _WINDOWS\r
unsigned long CALLBACK GPUreadData(void)\r
#else\r
-unsigned long CALLBACK GPU_readData(void)\r
+unsigned long CALLBACK GPUreadData(void)\r
#endif\r
{\r
unsigned long l;\r
#ifdef _WINDOWS\r
GPUreadDataMem(&l,1);\r
#else\r
- GPU_readDataMem(&l,1);\r
+ GPUreadDataMem(&l,1);\r
#endif \r
return GPUdataRet;\r
}\r
#ifdef _WINDOWS\r
void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)\r
#else\r
-void CALLBACK GPU_writeDataMem(unsigned long * pMem, int iSize)\r
+void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)\r
#endif\r
{\r
u8 command;\r
#ifdef _WINDOWS\r
void CALLBACK GPUwriteData(unsigned long gdata)\r
#else\r
-void CALLBACK GPU_writeData(unsigned long gdata)\r
+void CALLBACK GPUwriteData(unsigned long gdata)\r
#endif\r
{\r
#ifdef _WINDOWS\r
GPUwriteDataMem(&gdata,1);\r
#else\r
- GPU_writeDataMem(&gdata,1);\r
+ GPUwriteDataMem(&gdata,1);\r
#endif \r
}\r
\r
#ifdef _WINDOWS\r
long CALLBACK GPUconfigure(void)\r
#else\r
-long CALLBACK GPU_configure(void)\r
+long CALLBACK GPUconfigure(void)\r
#endif\r
{\r
\r
#ifdef _WINDOWS\r
long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)\r
#else\r
-long CALLBACK GPU_dmaChain(unsigned long * baseAddrL, unsigned long addr)\r
+long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)\r
#endif\r
{\r
unsigned long dmaMem;\r
#ifdef _WINDOWS\r
if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);\r
#else\r
- if(count>0) GPU_writeDataMem(&baseAddrL[dmaMem>>2],count);\r
+ if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);\r
#endif\r
\r
addr = baseAddrL[addr>>2]&0xffffff;\r
#ifdef _WINDOWS\r
void CALLBACK GPUabout(void)\r
#else\r
-void CALLBACK GPU_about(void)\r
+void CALLBACK GPUabout(void)\r
#endif\r
{\r
\r
#ifdef _WINDOWS\r
long CALLBACK GPUtest(void)\r
#else\r
-long CALLBACK GPU_test(void)\r
+long CALLBACK GPUtest(void)\r
#endif\r
{\r
// if test fails this function should return negative value for error (unable to continue)\r
#ifdef _WINDOWS\r
long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)\r
#else\r
-long CALLBACK GPU_freeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)\r
+long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)\r
#endif\r
{\r
if(ulGetFreezeData==2) \r
GPUwriteStatus(ulStatusControl[5]);\r
GPUwriteStatus(ulStatusControl[4]);\r
#else\r
- GPU_writeStatus(ulStatusControl[0]);\r
- GPU_writeStatus(ulStatusControl[1]);\r
- GPU_writeStatus(ulStatusControl[2]);\r
- GPU_writeStatus(ulStatusControl[3]);\r
- GPU_writeStatus(ulStatusControl[8]);\r
- GPU_writeStatus(ulStatusControl[6]);\r
- GPU_writeStatus(ulStatusControl[7]);\r
- GPU_writeStatus(ulStatusControl[5]);\r
- GPU_writeStatus(ulStatusControl[4]);\r
+ GPUwriteStatus(ulStatusControl[0]);\r
+ GPUwriteStatus(ulStatusControl[1]);\r
+ GPUwriteStatus(ulStatusControl[2]);\r
+ GPUwriteStatus(ulStatusControl[3]);\r
+ GPUwriteStatus(ulStatusControl[8]);\r
+ GPUwriteStatus(ulStatusControl[6]);\r
+ GPUwriteStatus(ulStatusControl[7]);\r
+ GPUwriteStatus(ulStatusControl[5]);\r
+ GPUwriteStatus(ulStatusControl[4]);\r
#endif\r
return 1;\r
}\r
#ifdef _WINDOWS\r
void CALLBACK GPUgetScreenPic(u8 * pMem)\r
#else\r
-long CALLBACK GPU_getScreenPic(u8 * pMem)\r
+long CALLBACK GPUgetScreenPic(u8 * pMem)\r
#endif\r
{\r
float XS,YS;int x,y,v;\r
#ifdef _WINDOWS\r
void CALLBACK GPUshowScreenPic(u8 * pMem)\r
#else\r
-long CALLBACK GPU_showScreenPic(u8 * pMem)\r
+long CALLBACK GPUshowScreenPic(u8 * pMem)\r
#endif\r
{\r
// DestroyPic();\r
{\r
// dwCoreFlags=dwFlags;\r
}\r
+\r
+// pcsx-rearmed callbacks\r
+void CALLBACK GPUrearmedCallbacks(const void **cbs)\r
+{\r
+ rearmed_get_layer_pos = cbs[0];\r
+}\r
+\r