//NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
// or sprites in 1st level of SkullMonkeys disappear when walking right.
// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
- x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
- y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+ x0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[2]) + gpu_unai.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[3]) + gpu_unai.DrawingOffset[1]);
- u32 w = packet.U2[6] & 0x3ff; // Max width is 1023
- u32 h = packet.U2[7] & 0x1ff; // Max height is 511
+ u32 w = le16_to_u16(packet.U2[6]) & 0x3ff; // Max width is 1023
+ u32 h = le16_to_u16(packet.U2[7]) & 0x1ff; // Max height is 511
x1 = x0 + w;
y1 = y0 + h;
s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+ xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2];
+ ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3];
u0 = packet.U1[8];
v0 = packet.U1[9];
x1 -= x0;
if (x1 <= 0) return;
- gpu_senquack.r5 = packet.U1[0] >> 3;
- gpu_senquack.g5 = packet.U1[1] >> 3;
- gpu_senquack.b5 = packet.U1[2] >> 3;
+ gpu_unai.r5 = packet.U1[0] >> 3;
+ gpu_unai.g5 = packet.U1[1] >> 3;
+ gpu_unai.b5 = packet.U1[2] >> 3;
- u16 *Pixel = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(x0, y0)];
- const int li=gpu_senquack.ilace_mask;
- const int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- const int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
- unsigned int tmode = gpu_senquack.TEXT_MODE >> 5;
- const u32 v0_mask = gpu_senquack.TextureWindow[3];
- u8* pTxt_base = (u8*)gpu_senquack.TBA;
+ le16_t *Pixel = &gpu_unai.vram[FRAME_OFFSET(x0, y0)];
+ const int li=gpu_unai.ilace_mask;
+ const int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0);
+ const int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1);
+ unsigned int tmode = gpu_unai.TEXT_MODE >> 5;
+ const u32 v0_mask = gpu_unai.TextureWindow[3];
+ u8* pTxt_base = (u8*)gpu_unai.TBA;
// Texture is accessed byte-wise, so adjust idx if 16bpp
if (tmode == 3) u0 <<= 1;
//NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
// or sprites in 1st level of SkullMonkeys disappear when walking right.
// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
- x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
- y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+ x0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[2]) + gpu_unai.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[3]) + gpu_unai.DrawingOffset[1]);
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+ xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2];
+ ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3];
u0 = packet.U1[8];
v0 = packet.U1[9];
if (x0 > xmax - 16 || x0 < xmin ||
- ((u0 | v0) & 15) || !(gpu_senquack.TextureWindow[2] & gpu_senquack.TextureWindow[3] & 8)) {
+ ((u0 | v0) & 15) || !(gpu_unai.TextureWindow[2] & gpu_unai.TextureWindow[3] & 8)) {
// send corner cases to general handler
- packet.U4[3] = 0x00100010;
+ packet.U4[3] = u32_to_le32(0x00100010);
gpuDrawS(packet, gpuSpriteSpanFn<0x20>);
return;
}
else if (ymax - y0 < 16)
h = ymax - y0;
- draw_spr16_full(&gpu_senquack.vram[FRAME_OFFSET(x0, y0)], &gpu_senquack.TBA[FRAME_OFFSET(u0/4, v0)], gpu_senquack.CBA, h);
+ draw_spr16_full(&gpu_unai.vram[FRAME_OFFSET(x0, y0)], &gpu_unai.TBA[FRAME_OFFSET(u0/4, v0)], gpu_unai.CBA, h);
}
#endif // __arm__
s32 x0, x1, y0, y1;
// This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
- x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
- y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+ x0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[2]) + gpu_unai.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(le16_to_s16(packet.U2[3]) + gpu_unai.DrawingOffset[1]);
- u32 w = packet.U2[4] & 0x3ff; // Max width is 1023
- u32 h = packet.U2[5] & 0x1ff; // Max height is 511
+ u32 w = le16_to_u16(packet.U2[4]) & 0x3ff; // Max width is 1023
+ u32 h = le16_to_u16(packet.U2[5]) & 0x1ff; // Max height is 511
x1 = x0 + w;
y1 = y0 + h;
s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+ xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2];
+ ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3];
if (y0 < ymin) y0 = ymin;
if (y1 > ymax) y1 = ymax;
x1 -= x0;
if (x1 <= 0) return;
- const u16 Data = GPU_RGB16(packet.U4[0]);
- u16 *Pixel = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(x0, y0)];
- const int li=gpu_senquack.ilace_mask;
- const int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- const int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+ const u16 Data = GPU_RGB16(le32_to_u32(packet.U4[0]));
+ le16_t *Pixel = &gpu_unai.vram[FRAME_OFFSET(x0, y0)];
+ const int li=gpu_unai.ilace_mask;
+ const int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0);
+ const int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1);
for (; y0<y1; ++y0) {
if (!(y0&li) && (y0&pi)!=pif)