\r
#define _IN_PRIMDRAW\r
\r
-#ifdef _WINDOWS\r
-#include "stdafx.h"\r
-#include "externals.h"\r
-#include "gpu.h"\r
-#include "draw.h"\r
-#include "texture.h"\r
-#else\r
#include "gpuStdafx.h"\r
#include "gpuExternals.h"\r
#include "gpuPlugin.h"\r
#include "gpuTexture.h"\r
#include "gpuPrim.h"\r
\r
-#endif\r
-\r
//////////////////////////////////////////////////////////////////////// \r
// defines\r
////////////////////////////////////////////////////////////////////////\r
// globals\r
////////////////////////////////////////////////////////////////////////\r
\r
-#ifndef _WINDOWS\r
-EGLSurface surface;\r
-EGLDisplay display;\r
-#endif\r
\r
BOOL bDrawTextured; // current active drawing states\r
BOOL bDrawSmoothShaded;\r
PSXRect_t xrMovieArea; // rect for movie upload\r
short sSprite_ux2; // needed for sprire adjust\r
short sSprite_vy2; // \r
-unsigned long ulOLDCOL=0; // active color\r
-unsigned long ulClutID; // clut\r
+unsigned int ulOLDCOL=0; // active color\r
+unsigned int ulClutID; // clut\r
\r
-unsigned long dwCfgFixes; // game fixes\r
-unsigned long dwActFixes=0;\r
-unsigned long dwEmuFixes=0;\r
+unsigned int dwCfgFixes; // game fixes\r
+unsigned int dwActFixes=0;\r
+unsigned int dwEmuFixes=0;\r
BOOL bUseFixes;\r
\r
-long drawX,drawY,drawW,drawH; // offscreen drawing checkers\r
+int drawX,drawY,drawW,drawH; // offscreen drawing checkers\r
short sxmin,sxmax,symin,symax;\r
+unsigned int CSVERTEX=0,CSCOLOR=0,CSTEXTURE=0;\r
+\r
+void offsetPSX4(void)\r
+{\r
+ lx0 += PSXDisplay.DrawOffset.x;\r
+ ly0 += PSXDisplay.DrawOffset.y;\r
+ lx1 += PSXDisplay.DrawOffset.x;\r
+ ly1 += PSXDisplay.DrawOffset.y;\r
+ lx2 += PSXDisplay.DrawOffset.x;\r
+ ly2 += PSXDisplay.DrawOffset.y;\r
+ lx3 += PSXDisplay.DrawOffset.x;\r
+ ly3 += PSXDisplay.DrawOffset.y;\r
+}\r
\r
//////////////////////////////////////////////////////////////////////// \r
// Update global TP infos\r
// Some ASM color convertion... Lewpy's special...\r
////////////////////////////////////////////////////////////////////////\r
\r
-#ifdef _WINDOWS\r
-#pragma warning (disable : 4035)\r
\r
-unsigned long DoubleBGR2RGB (unsigned long BGR)\r
+unsigned int DoubleBGR2RGB (unsigned int BGR)\r
{\r
-\r
- __asm\r
- {\r
- mov eax, BGR /* this can hold the G value */\r
- mov ebx, eax /* this can hold the R value */\r
- mov edx, eax /* this can hold the B value */\r
- and ebx, 000000ffh /* mask the R value */\r
- shl ebx, 1\r
- test ebx, 00000100h\r
- jz RSKIP\r
- mov ebx, 000000ffh\r
-\r
-RSKIP: \r
- and eax, 0000ff00h /* mask the G value */\r
- shl eax, 1\r
- test eax, 00010000h\r
- jz GSKIP\r
- mov eax, 0000ff00h\r
-\r
-GSKIP: \r
- and edx, 00ff0000h /* mask the B value */\r
- shl edx, 1\r
- test edx, 01000000h\r
- jz BSKIP\r
- mov edx, 00ff0000h\r
- \r
-BSKIP: \r
- or eax, ebx /* add R to G value */\r
- or eax, edx /* add B to RG value */\r
- }\r
- /* Result returned in EAX */\r
-}\r
-\r
-unsigned short BGR24to16 (unsigned long BGR)\r
-{\r
- __asm\r
- {\r
- mov eax, BGR /* this can hold the G value */\r
- mov ebx, eax /* this can hold the R value */\r
- mov edx, eax /* this can hold the B value */\r
- shr ebx, 3 /* move the R value */\r
- and edx, 00f80000h /* mask the B value */\r
- shr edx, 9 /* move the B value */\r
- and eax, 00f800h /* mask the G value */\r
- shr eax, 6 /* move the G value */\r
- and ebx, 0000001fh /* mask the R value */\r
- or eax, ebx /* add R to G value */\r
- or eax, edx /* add B to RG value */\r
- }\r
- /* Result returned in AX */\r
-}\r
-\r
-#pragma warning (default : 4035)\r
-\r
-#else\r
-\r
-unsigned long DoubleBGR2RGB (unsigned long BGR)\r
-{\r
- unsigned long ebx,eax,edx;\r
+ unsigned int ebx,eax,edx;\r
\r
ebx=(BGR&0x000000ff)<<1;\r
if(ebx&0x00000100) ebx=0x000000ff;\r
return (ebx|eax|edx);\r
}\r
\r
-unsigned short BGR24to16 (unsigned long BGR)\r
+unsigned short BGR24to16 (unsigned int BGR)\r
{\r
return ((BGR>>3)&0x1f)|((BGR&0xf80000)>>9)|((BGR&0xf800)>>6);\r
}\r
\r
-#endif\r
\r
////////////////////////////////////////////////////////////////////////\r
// OpenGL primitive drawing commands\r
////////////////////////////////////////////////////////////////////////\r
\r
-__inline void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3, OGLVertex* vertex4) \r
{\r
\r
v[3].xyz.z = fpoint(vertex3->z);\r
v[3].st.x = fpoint(vertex3->sow);\r
v[3].st.y = fpoint(vertex3->tow);\r
-\r
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glDisableClientState(GL_VERTEX_ARRAY); \r
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();\r
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSTEXTURE=CSVERTEX=1;\r
+CSCOLOR=0;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3) \r
{\r
Vertex v[3];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[2].xyz.z = fpoint(vertex3->z);\r
v[2].st.x = fpoint(vertex3->sow);\r
v[2].st.y = fpoint(vertex3->tow);\r
-\r
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glDrawArrays(GL_TRIANGLES, 0, 3);\r
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();\r
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();\r
+CSTEXTURE=CSVERTEX=1;\r
+CSCOLOR=0;\r
\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3) \r
{\r
\r
Vertex2 v[3];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[2].rgba.b = vertex3->c.col[2];\r
v[2].rgba.a = vertex3->c.col[3];\r
\r
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
\r
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLES, 0, 3);\r
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();\r
+CSTEXTURE=CSVERTEX=CSCOLOR=1;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3, OGLVertex* vertex4) \r
{\r
Vertex2 v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[3].rgba.b = vertex3->c.col[2];\r
v[3].rgba.a = vertex3->c.col[3];\r
\r
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
\r
-glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError();\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSTEXTURE=CSVERTEX=CSCOLOR=1;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) \r
+void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)\r
{\r
Vec3f v[3];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;\r
\r
v[0].x = fpoint(vertex1->x);\r
v[0].y = fpoint(vertex1->y);\r
v[2].y = fpoint(vertex3->y);\r
v[2].z = fpoint(vertex3->z);\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
-glDrawArrays(GL_TRIANGLES, 0, 3);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();\r
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();\r
+CSVERTEX=1;\r
+CSTEXTURE=CSCOLOR=0;\r
+\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3, OGLVertex* vertex4) \r
{\r
Vec3f v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].x = fpoint(vertex1->x);\r
v[0].y = fpoint(vertex1->y);\r
v[3].y = fpoint(vertex4->y);\r
v[3].z = fpoint(vertex4->z);\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSVERTEX=1;\r
+CSTEXTURE=CSCOLOR=0;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3) \r
{\r
Vertex2 v[3];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[2].rgba.b = vertex3->c.col[2];\r
v[2].rgba.a = vertex3->c.col[3];\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLES, 0, 3);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLES, 0, 3);glError();\r
+CSVERTEX=CSCOLOR=1;\r
+CSTEXTURE=0;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3, OGLVertex* vertex4) \r
{\r
Vertex2 v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[3].rgba.b = vertex4->c.col[2];\r
v[3].rgba.a = vertex4->c.col[3];\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSTEXTURE=0;\r
+CSVERTEX=CSCOLOR=1;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
+void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
{\r
Vertex2 v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[3].rgba.b = vertex1->c.col[2];\r
v[3].rgba.a = vertex1->c.col[3];\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+\r
+CSTEXTURE=0;\r
+CSVERTEX=CSCOLOR=1;\r
\r
\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
+void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
{\r
Vertex2 v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].xyz.x = fpoint(vertex1->x);\r
v[0].xyz.y = fpoint(vertex1->y);\r
v[2].rgba.b = vertex4->c.col[2];\r
v[2].rgba.a = vertex4->c.col[3];\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glEnableClientState(GL_COLOR_ARRAY);\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError();\r
\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
-glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError();\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError();\r
\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
-glDisableClientState(GL_COLOR_ARRAY);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSTEXTURE=0;\r
+CSVERTEX=CSCOLOR=1;\r
}\r
\r
///////////////////////////////////////////////////////// \r
\r
-__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2,\r
OGLVertex* vertex3, OGLVertex* vertex4) \r
{\r
Vec3f v[4];\r
+if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return;\r
\r
v[0].x = fpoint(vertex1->x);\r
v[0].y = fpoint(vertex1->y);\r
v[3].y = fpoint(vertex3->y);\r
v[3].z = fpoint(vertex3->z);\r
\r
-glEnableClientState(GL_VERTEX_ARRAY);\r
-glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
-glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
-glDisableClientState(GL_VERTEX_ARRAY);\r
+if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError();\r
+if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError();\r
+if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError();\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError();\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError();\r
+CSTEXTURE=0;\r
+CSVERTEX=1;\r
+CSCOLOR=0;\r
}\r
\r
//////////////////////////////////////////////////////////////////////// \r
if(!DrawSemiTrans) // no semi trans at all?\r
{\r
if(bBlendEnable)\r
- {glDisable(GL_BLEND);bBlendEnable=FALSE;} // -> don't wanna blend\r
+ {glDisable(GL_BLEND);glError();bBlendEnable=FALSE;}// -> don't wanna blend\r
ubGloAlpha=ubGloColAlpha=255; // -> full alpha\r
return; // -> and bye\r
}\r
ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha;\r
\r
if(!bBlendEnable)\r
- {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend\r
+ {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;} // wanna blend\r
\r
if(TransSets[GlobalTextABR].srcFac!=obm1 || \r
TransSets[GlobalTextABR].dstFac!=obm2)\r
{\r
obm1=TransSets[GlobalTextABR].srcFac;\r
obm2=TransSets[GlobalTextABR].dstFac;\r
- glBlendFunc(obm1,obm2); // set blend func\r
+ glBlendFunc(obm1,obm2); glError(); // set blend func\r
}\r
/*else\r
if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR)\r
*/\r
obm1=TransSets[0].srcFac;\r
obm2=TransSets[0].dstFac;\r
- glBlendFunc(obm1,obm2); // set blend func\r
+ glBlendFunc(obm1,obm2); glError(); // set blend func\r
}\r
\r
void SetScanTexTrans(void) // blending for scan mask texture\r
*/\r
obm1=TransSets[2].srcFac;\r
obm2=TransSets[2].dstFac;\r
- glBlendFunc(obm1,obm2); // set blend func\r
+ glBlendFunc(obm1,obm2); glError(); // set blend func\r
}\r
\r
//////////////////////////////////////////////////////////////////////// \r
}\r
\r
if(!bBlendEnable)\r
- {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend\r
+ {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;} // wanna blend\r
\r
if(bm1!=obm1 || bm2!=obm2)\r
{\r
- glBlendFunc(bm1,bm2); // set blend func\r
+ glBlendFunc(bm1,bm2); glError(); // set blend func\r
obm1=bm1;obm2=bm2;\r
}\r
}\r
// Set several rendering stuff including blending \r
////////////////////////////////////////////////////////////////////////\r
\r
-__inline void SetZMask3O(void)\r
+void SetZMask3O(void)\r
{\r
if(iUseMask && DrawSemiTrans && !iSetMask)\r
{\r
}\r
}\r
\r
-__inline void SetZMask3(void)\r
+void SetZMask3(void)\r
{\r
if(iUseMask)\r
{\r
}\r
}\r
\r
-__inline void SetZMask3NT(void)\r
+void SetZMask3NT(void)\r
{\r
if(iUseMask)\r
{\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-__inline void SetZMask4O(void)\r
+ void SetZMask4O(void)\r
{\r
if(iUseMask && DrawSemiTrans && !iSetMask)\r
{\r
}\r
}\r
\r
-__inline void SetZMask4(void)\r
+ void SetZMask4(void)\r
{\r
if(iUseMask)\r
{\r
}\r
}\r
\r
-__inline void SetZMask4NT(void)\r
+ void SetZMask4NT(void)\r
{\r
if(iUseMask)\r
{\r
}\r
}\r
\r
-__inline void SetZMask4SP(void)\r
+ void SetZMask4SP(void)\r
{\r
if(iUseMask)\r
{\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-__inline void SetRenderState(unsigned long DrawAttributes)\r
+ void SetRenderState(unsigned int DrawAttributes)\r
{\r
bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE;\r
DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE;\r
\r
//////////////////////////////////////////////////////////////////////// \r
\r
-__inline void SetRenderColor(unsigned long DrawAttributes)\r
+ void SetRenderColor(unsigned int DrawAttributes)\r
{\r
if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;}\r
else\r
\r
//////////////////////////////////////////////////////////////////////// \r
\r
-void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol)\r
+void SetRenderMode(unsigned int DrawAttributes,BOOL bSCol)\r
{\r
if((bUseMultiPass) && (bDrawTextured) && !(bDrawNonShaded))\r
{bDrawMultiPass = TRUE; SetSemiTransMulti(0);}\r
else currTex=SelectSubTextureS(GlobalTextTP,ulClutID);\r
\r
if(gTexName!=currTex)\r
- {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);}\r
+ {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex); glError();}\r
\r
if(!bTexEnabled) // -> turn texturing on\r
- {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);}\r
+ {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D); glError();}\r
}\r
else // no texture ?\r
if(bTexEnabled) \r
- {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);} // -> turn texturing off\r
+ {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D); glError();} // -> turn texturing off\r
\r
if(bSCol) // also set color ?\r
{\r
{\r
if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH); // -> set actual shading\r
else glShadeModel(GL_FLAT);\r
+ glError();\r
bOldSmoothShaded=bDrawSmoothShaded;\r
}\r
}\r
// Set Opaque multipass color\r
////////////////////////////////////////////////////////////////////////\r
\r
-void SetOpaqueColor(unsigned long DrawAttributes)\r
+void SetOpaqueColor(unsigned int DrawAttributes)\r
{\r
if(bDrawNonShaded) return; // no shading? bye\r
\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void PrepareFullScreenUpload (long Position)\r
+void PrepareFullScreenUpload (int Position)\r
{\r
if (Position==-1) // rgb24\r
{\r
////////////////////////////////////////////////////////////////////////\r
////////////////////////////////////////////////////////////////////////\r
\r
-u8 * LoadDirectMovieFast(void);\r
+unsigned char * LoadDirectMovieFast(void);\r
\r
-void UploadScreenEx(long Position)\r
+void UploadScreenEx(int Position)\r
{\r
short ya,yb,xa,xb,x, y, YStep, XStep, U, UStep,ux[4],vy[4];\r
\r
if(!PSXDisplay.DisplayMode.x) return;\r
if(!PSXDisplay.DisplayMode.y) return;\r
\r
- glDisable(GL_SCISSOR_TEST);\r
- glShadeModel(GL_FLAT);\r
+ glDisable(GL_SCISSOR_TEST); glError();\r
+ glShadeModel(GL_FLAT); glError();\r
bOldSmoothShaded=FALSE;\r
- glDisable(GL_BLEND);\r
+ glDisable(GL_BLEND); glError();\r
bBlendEnable=FALSE;\r
- glDisable(GL_TEXTURE_2D);\r
+ glDisable(GL_TEXTURE_2D); glError();\r
bTexEnabled=FALSE;\r
- glDisable(GL_ALPHA_TEST);\r
+ glDisable(GL_ALPHA_TEST); glError();\r
\r
//glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x),\r
// -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y)));\r
\r
// glPixelZoom(1.0F,1.0F);\r
\r
- glEnable(GL_ALPHA_TEST);\r
- glEnable(GL_SCISSOR_TEST);\r
+ glEnable(GL_ALPHA_TEST); glError();\r
+ glEnable(GL_SCISSOR_TEST); glError();\r
}\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void UploadScreen(long Position)\r
+void UploadScreen(int Position)\r
{\r
short x, y, YStep, XStep, U, s, UStep,ux[4],vy[4];\r
short xa,xb,ya,yb;\r
gl_vy[2] = gl_vy[3] = s;\r
gl_ux[0] = gl_ux[3] = gl_vy[0] = gl_vy[1] = 0;\r
\r
- SetRenderState((unsigned long)0x01000000);\r
- SetRenderMode((unsigned long)0x01000000, FALSE); // upload texture data\r
+ SetRenderState((unsigned int)0x01000000);\r
+ SetRenderMode((unsigned int)0x01000000, FALSE); // upload texture data\r
offsetScreenUpload(Position);\r
assignTextureVRAMWrite();\r
\r
//Mask1 Set mask bit while drawing. 1 = on\r
//Mask2 Do not draw to mask areas. 1= on\r
\r
-void cmdSTP(u8 * baseAddr)\r
+void cmdSTP(unsigned char * baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
\r
STATUSREG&=~0x1800; // clear the necessary bits\r
STATUSREG|=((gdata & 0x03) << 11); // set the current bits\r
bCheckMask=TRUE;\r
if(iDepthFunc==0) return;\r
iDepthFunc=0;\r
- glDepthFunc(GL_LESS);\r
+ glDepthFunc(GL_LESS); glError();\r
}\r
else\r
{\r
bCheckMask=FALSE;\r
if(iDepthFunc==1) return;\r
- glDepthFunc(GL_ALWAYS);\r
+ glDepthFunc(GL_ALWAYS); glError();\r
iDepthFunc=1;\r
}\r
}\r
// cmd: Set texture page infos\r
////////////////////////////////////////////////////////////////////////\r
\r
-void cmdTexturePage(u8 * baseAddr)\r
+void cmdTexturePage(unsigned char * baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
UpdateGlobalTP((unsigned short)gdata);\r
GlobalTextREST = (gdata&0x00ffffff)>>9;\r
}\r
// cmd: turn on/off texture window\r
////////////////////////////////////////////////////////////////////////\r
\r
-void cmdTextureWindow(u8 *baseAddr)\r
+void cmdTextureWindow(unsigned char *baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
\r
- unsigned long YAlign,XAlign;\r
+ unsigned int YAlign,XAlign;\r
\r
ulGPUInfoVals[INFO_TW]=gdata&0xFFFFF;\r
\r
\r
// Re-calculate the bit field, because we can't trust what is passed in the data\r
\r
- YAlign = (unsigned long)(32 - (TWin.Position.y1 >> 3));\r
- XAlign = (unsigned long)(32 - (TWin.Position.x1 >> 3));\r
+ YAlign = (unsigned int)(32 - (TWin.Position.y1 >> 3));\r
+ XAlign = (unsigned int)(32 - (TWin.Position.x1 >> 3));\r
\r
// Absolute position of the start of the texture window\r
\r
// cmd: start of drawing area... primitives will be clipped inside\r
////////////////////////////////////////////////////////////////////////\r
\r
-void cmdDrawAreaStart(u8 * baseAddr)\r
+void cmdDrawAreaStart(unsigned char * baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
\r
drawX = gdata & 0x3ff; // for soft drawing\r
if(drawX>=1024) drawX=1023;\r
// cmd: end of drawing area... primitives will be clipped inside\r
////////////////////////////////////////////////////////////////////////\r
\r
-void cmdDrawAreaEnd(u8 * baseAddr)\r
+void cmdDrawAreaEnd(unsigned char * baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
\r
drawW = gdata & 0x3ff; // for soft drawing\r
if(drawW>=1024) drawW=1023;\r
// cmd: draw offset... will be added to prim coords\r
////////////////////////////////////////////////////////////////////////\r
\r
-void cmdDrawOffset(u8 * baseAddr)\r
+void cmdDrawOffset(unsigned char * baseAddr)\r
{\r
- unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ unsigned int gdata = ((unsigned int*)baseAddr)[0];\r
\r
PreviousPSXDisplay.DrawOffset.x = \r
PSXDisplay.DrawOffset.x = (short)(gdata & 0x7ff);\r
// cmd: load image to vram\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLoadImage(u8 * baseAddr)\r
+void primLoadImage(unsigned char * baseAddr)\r
{\r
unsigned short *sgpuData = ((unsigned short *) baseAddr);\r
\r
// cmd: vram -> psx mem\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primStoreImage(u8 * baseAddr)\r
+void primStoreImage(unsigned char * baseAddr)\r
{\r
unsigned short *sgpuData = ((unsigned short *) baseAddr);\r
\r
// cmd: blkfill - NO primitive! Doesn't care about draw areas...\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primBlkFill(u8 * baseAddr)\r
+void primBlkFill(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
iDrawnSomething=1;\r
b=((GLclampf)BLUE(gpuData[0]))/255.0f;\r
r=((GLclampf)RED(gpuData[0]))/255.0f;\r
\r
- glDisable(GL_SCISSOR_TEST); \r
- glClearColor(r,g,b,1.0f);\r
- glClear(uiBufferBits); \r
+ //glDisable(GL_SCISSOR_TEST); glError();\r
+ glClearColor(r,g,b,1.0f); glError();\r
+ glClear(uiBufferBits); glError();\r
gl_z=0.0f;\r
\r
if(gpuData[0]!=0x02000000 &&\r
{\r
bDrawTextured = FALSE;\r
bDrawSmoothShaded = FALSE;\r
- SetRenderState((unsigned long)0x01000000);\r
- SetRenderMode((unsigned long)0x01000000, FALSE);\r
+ SetRenderState((unsigned int)0x01000000);\r
+ SetRenderMode((unsigned int)0x01000000, FALSE);\r
vertex[0].c.lcol=0xff000000;\r
SETCOL(vertex[0]); \r
if(ly0>pd->DisplayPosition.y)\r
}\r
}\r
\r
- glEnable(GL_SCISSOR_TEST); \r
+ //glEnable(GL_SCISSOR_TEST); glError();\r
}\r
else\r
{\r
bDrawTextured = FALSE;\r
bDrawSmoothShaded = FALSE;\r
- SetRenderState((unsigned long)0x01000000);\r
- SetRenderMode((unsigned long)0x01000000, FALSE);\r
+ SetRenderState((unsigned int)0x01000000);\r
+ SetRenderMode((unsigned int)0x01000000, FALSE);\r
vertex[0].c.lcol=gpuData[0]|0xff000000;\r
SETCOL(vertex[0]); \r
- glDisable(GL_SCISSOR_TEST); \r
+ //glDisable(GL_SCISSOR_TEST); glError();\r
PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
- glEnable(GL_SCISSOR_TEST); \r
+ //glEnable(GL_SCISSOR_TEST); glError();\r
}\r
}\r
\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primMoveImage(u8 * baseAddr)\r
+void primMoveImage(unsigned char * baseAddr)\r
{\r
short *sgpuData = ((short *) baseAddr);\r
short imageY0,imageX0,imageY1,imageX1,imageSX,imageSY,i,j;\r
}\r
else\r
{\r
- unsigned long *SRCPtr, *DSTPtr;\r
+ unsigned int *SRCPtr, *DSTPtr;\r
unsigned short LineOffset;\r
int dx=imageSX>>1;\r
\r
- SRCPtr = (unsigned long *)(psxVuw + (1024*imageY0) + imageX0);\r
- DSTPtr = (unsigned long *)(psxVuw + (1024*imageY1) + imageX1);\r
+ SRCPtr = (unsigned int *)(psxVuw + (1024*imageY0) + imageX0);\r
+ DSTPtr = (unsigned int *)(psxVuw + (1024*imageY1) + imageX1);\r
\r
LineOffset = 512 - dx;\r
\r
// cmd: draw free-size Tile \r
////////////////////////////////////////////////////////////////////////\r
\r
-void primTileS(u8 * baseAddr)\r
+void primTileS(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ unsigned int *gpuData = ((unsigned int*)baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
sprtX = sgpuData[2];\r
// cmd: draw 1 dot Tile (point)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primTile1(u8 * baseAddr)\r
+void primTile1(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ unsigned int *gpuData = ((unsigned int*)baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
sprtX = sgpuData[2];\r
// cmd: draw 8 dot Tile (small rect)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primTile8(u8 * baseAddr)\r
+void primTile8(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ unsigned int *gpuData = ((unsigned int*)baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
sprtX = sgpuData[2];\r
// cmd: draw 16 dot Tile (medium rect)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primTile16(u8 * baseAddr)\r
+void primTile16(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ unsigned int *gpuData = ((unsigned int*)baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
sprtX = sgpuData[2];\r
\r
/*void DrawMultiBlur(void)\r
{\r
- long lABR,lDST;float fx,fy;\r
+ int lABR,lDST;float fx,fy;\r
\r
lABR=GlobalTextABR;\r
lDST=DrawSemiTrans;\r
\r
void DrawMultiFilterSprite(void)\r
{\r
- long lABR,lDST;\r
+ int lABR,lDST;\r
\r
if(bUseMultiPass || DrawSemiTrans || ubOpaqueDraw) \r
{\r
// cmd: small sprite (textured rect)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primSprt8(u8 * baseAddr)\r
+void primSprt8(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
short s;\r
\r
// cmd: medium sprite (textured rect)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primSprt16(u8 * baseAddr)\r
+void primSprt16(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
short s;\r
\r
// cmd: free-size sprite (textured rect)\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primSprtSRest(u8 * baseAddr,unsigned short type)\r
+void primSprtSRest(unsigned char * baseAddr,unsigned short type)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
short s;unsigned short sTypeRest=0;\r
\r
}\r
}\r
\r
-void primSprtS(u8 * baseAddr)\r
+void primSprtS(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
short s;unsigned short sTypeRest=0;\r
// cmd: flat shaded Poly4\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyF4(u8 *baseAddr)\r
+void primPolyF4(unsigned char *baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: smooth shaded Poly4\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyG4(u8 * baseAddr);\r
+void primPolyG4(unsigned char * baseAddr);\r
\r
BOOL bDrawOffscreenFrontFF9G4(void)\r
{\r
return TRUE;\r
}\r
\r
-BOOL bCheckFF9G4(u8 * baseAddr)\r
+BOOL bCheckFF9G4(unsigned char * baseAddr)\r
{\r
- static u8 pFF9G4Cache[32];\r
+ static unsigned char pFF9G4Cache[32];\r
static int iFF9Fix=0;\r
\r
if(baseAddr)\r
\r
if(iFF9Fix==2)\r
{\r
- long labr=GlobalTextABR;\r
+ int labr=GlobalTextABR;\r
GlobalTextABR=1;\r
primPolyG4(pFF9G4Cache);\r
GlobalTextABR=labr;\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyG4(u8 * baseAddr)\r
+void primPolyG4(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = (unsigned long *)baseAddr;\r
+ unsigned int *gpuData = (unsigned int *)baseAddr;\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: flat shaded Texture3\r
////////////////////////////////////////////////////////////////////////\r
\r
-BOOL DoLineCheck(unsigned long * gpuData)\r
+BOOL DoLineCheck(unsigned int * gpuData)\r
{\r
BOOL bQuad=FALSE;short dx,dy;\r
\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyFT3(u8 * baseAddr)\r
+void primPolyFT3(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
\r
}\r
\r
-void primPolyFT4(u8 * baseAddr)\r
+void primPolyFT4(unsigned char * baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: smooth shaded Texture3\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyGT3(u8 *baseAddr)\r
+void primPolyGT3(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: smooth shaded Poly3\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyG3(u8 *baseAddr)\r
+void primPolyG3(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: smooth shaded Texture4\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyGT4(u8 *baseAddr)\r
+void primPolyGT4(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: smooth shaded Poly3\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primPolyF3(u8 *baseAddr)\r
+void primPolyF3(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: skipping shaded polylines\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineGSkip(u8 *baseAddr)\r
+void primLineGSkip(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
int iMax=255;\r
int i=2;\r
// cmd: shaded polylines\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineGEx(u8 *baseAddr)\r
+void primLineGEx(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
int iMax=255;\r
short cx0,cx1,cy0,cy1;int i;BOOL bDraw=TRUE;\r
\r
// cmd: shaded polyline2\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineG2(u8 *baseAddr)\r
+void primLineG2(unsigned char *baseAddr)\r
{ \r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: skipping flat polylines\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineFSkip(u8 *baseAddr)\r
+void primLineFSkip(unsigned char *baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
int i=2,iMax=255;\r
\r
ly1 = (short)((gpuData[1]>>16) & 0xffff);\r
// cmd: drawing flat polylines\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineFEx(u8 *baseAddr)\r
+void primLineFEx(unsigned char *baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
int iMax;\r
short cx0,cx1,cy0,cy1;int i;\r
\r
// cmd: drawing flat polyline2\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primLineF2(u8 *baseAddr)\r
+void primLineF2(unsigned char *baseAddr)\r
{\r
- unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ unsigned int *gpuData = ((unsigned int *) baseAddr);\r
short *sgpuData = ((short *) baseAddr);\r
\r
lx0 = sgpuData[2];\r
// cmd: well, easiest command... not implemented\r
////////////////////////////////////////////////////////////////////////\r
\r
-void primNI(u8 *bA)\r
+void primNI(unsigned char *bA)\r
{\r
}\r
\r
// cmd func ptr table\r
////////////////////////////////////////////////////////////////////////\r
\r
-void (*primTableJ[256])(u8 *) = \r
+void (*primTableJ[256])(unsigned char *) = \r
{\r
// 00\r
primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,\r
// cmd func ptr table for skipping\r
////////////////////////////////////////////////////////////////////////\r
\r
-void (*primTableSkip[256])(u8 *) = \r
+void (*primTableSkip[256])(unsigned char *) = \r
{\r
// 00\r
primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,\r