#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
+#include <stddef.h>
#include <string.h>
#include <assert.h>
#include "vector_ops.h"
#endif
#include "psx_gpu_simd.h"
+#include "psx_gpu_offsets.h"
#if 0
void dump_r_d(const char *name, void *dump);
if(vertex_a->x >= vertex_b->x)
{
vertex_swap(vertex_a, vertex_b);
+ (void)triangle_winding;
}
x_a = vertex_a->x;
}
}
+#ifndef PCSX
void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
u32 width, u32 height, u32 pitch)
{
render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
dest_x, dest_y, width, height, 1024);
}
-
+#endif
void initialize_reciprocal_table(void)
{
psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
psx_gpu->clut_ptr = psx_gpu->vram_ptr;
+ psx_gpu->viewport_start_x = psx_gpu->viewport_start_y = 0;
+ psx_gpu->viewport_end_x = psx_gpu->viewport_end_y = 0;
psx_gpu->mask_msb = 0;
psx_gpu->texture_window_x = 0;
psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
psx_gpu->saved_hres = 256;
+
+ // check some offset
+ psx_gpu->reserved_a[(offsetof(psx_gpu_struct, blocks) == psx_gpu_blocks_offset) - 1] = 0;
}
u64 get_us(void)