memset(gpu.regs, 0, sizeof(gpu.regs));
for (i = 0; i < sizeof(gpu.ex_regs) / sizeof(gpu.ex_regs[0]); i++)
gpu.ex_regs[i] = (0xe0 + i) << 24;
- gpu.status.reg = 0x14802000;
+ gpu.status = 0x14802000;
gpu.gp0 = 0;
gpu.regs[3] = 1;
gpu.screen.hres = gpu.screen.w = 256;
{
// TODO: emulate this properly..
int sh = gpu.screen.y2 - gpu.screen.y1;
- if (gpu.status.dheight)
+ if (gpu.status & PSX_GPU_STATUS_DHEIGHT)
sh *= 2;
if (sh <= 0 || sh > gpu.screen.vres)
sh = gpu.screen.vres;
// but not for interlace since it'll most likely always do that
uint32_t x = cmd_e3 & 0x3ff;
uint32_t y = (cmd_e3 >> 10) & 0x3ff;
- gpu.frameskip.allow = gpu.status.interlace ||
+ gpu.frameskip.allow = (gpu.status & PSX_GPU_STATUS_INTERLACE) ||
(uint32_t)(x - gpu.screen.x) >= (uint32_t)gpu.screen.w ||
(uint32_t)(y - gpu.screen.y) >= (uint32_t)gpu.screen.h;
return gpu.frameskip.allow;
do_cmd_reset();
break;
case 0x03:
- gpu.status.blanking = data & 1;
+ if (data & 1)
+ gpu.status |= PSX_GPU_STATUS_BLANKING;
+ else
+ gpu.status &= ~PSX_GPU_STATUS_BLANKING;
break;
case 0x04:
- gpu.status.dma = data & 3;
+ gpu.status &= ~PSX_GPU_STATUS_DMA_MASK;
+ gpu.status |= PSX_GPU_STATUS_DMA(data & 3);
break;
case 0x05:
gpu.screen.x = data & 0x3ff;
update_height();
break;
case 0x08:
- gpu.status.reg = (gpu.status.reg & ~0x7f0000) | ((data & 0x3F) << 17) | ((data & 0x40) << 10);
- gpu.screen.hres = hres[(gpu.status.reg >> 16) & 7];
- gpu.screen.vres = vres[(gpu.status.reg >> 19) & 3];
+ gpu.status = (gpu.status & ~0x7f0000) | ((data & 0x3F) << 17) | ((data & 0x40) << 10);
+ gpu.screen.hres = hres[(gpu.status >> 16) & 7];
+ gpu.screen.vres = vres[(gpu.status >> 19) & 3];
update_width();
update_height();
renderer_notify_res_change();
renderer_flush_queues();
if (is_read) {
- gpu.status.img = 1;
+ gpu.status |= PSX_GPU_STATUS_IMG;
// XXX: wrong for width 1
- memcpy(&gpu.gp0, VRAM_MEM_XY(gpu.dma.x, gpu.dma.y), 4);
+ gpu.gp0 = LE32TOH(*(uint32_t *) VRAM_MEM_XY(gpu.dma.x, gpu.dma.y));
gpu.state.last_vram_read_frame = *gpu.state.frame_count;
}
static void finish_vram_transfer(int is_read)
{
if (is_read)
- gpu.status.img = 0;
+ gpu.status &= ~PSX_GPU_STATUS_IMG;
else
renderer_update_caches(gpu.dma_start.x, gpu.dma_start.y,
gpu.dma_start.w, gpu.dma_start.h);
while (pos < count && skip) {
uint32_t *list = data + pos;
- cmd = list[0] >> 24;
+ cmd = LE32TOH(list[0]) >> 24;
len = 1 + cmd_lengths[cmd];
switch (cmd) {
case 0x02:
- if ((int)(list[2] & 0x3ff) > gpu.screen.w || (int)((list[2] >> 16) & 0x1ff) > gpu.screen.h)
+ if ((LE32TOH(list[2]) & 0x3ff) > gpu.screen.w || ((LE32TOH(list[2]) >> 16) & 0x1ff) > gpu.screen.h)
// clearing something large, don't skip
do_cmd_list(list, 3, &dummy);
else
case 0x34 ... 0x37:
case 0x3c ... 0x3f:
gpu.ex_regs[1] &= ~0x1ff;
- gpu.ex_regs[1] |= list[4 + ((cmd >> 4) & 1)] & 0x1ff;
+ gpu.ex_regs[1] |= LE32TOH(list[4 + ((cmd >> 4) & 1)]) & 0x1ff;
break;
case 0x48 ... 0x4F:
for (v = 3; pos + v < count; v++)
{
- if ((list[v] & 0xf000f000) == 0x50005000)
+ if ((list[v] & HTOLE32(0xf000f000)) == HTOLE32(0x50005000))
break;
}
len += v - 3;
case 0x58 ... 0x5F:
for (v = 4; pos + v < count; v += 2)
{
- if ((list[v] & 0xf000f000) == 0x50005000)
+ if ((list[v] & HTOLE32(0xf000f000)) == HTOLE32(0x50005000))
break;
}
len += v - 4;
break;
default:
if (cmd == 0xe3)
- skip = decide_frameskip_allow(list[0]);
+ skip = decide_frameskip_allow(LE32TOH(list[0]));
if ((cmd & 0xf8) == 0xe0)
- gpu.ex_regs[cmd & 7] = list[0];
+ gpu.ex_regs[cmd & 7] = LE32TOH(list[0]);
break;
}
break;
}
- cmd = data[pos] >> 24;
+ cmd = LE32TOH(data[pos]) >> 24;
if (0xa0 <= cmd && cmd <= 0xdf) {
if (unlikely((pos+2) >= count)) {
// incomplete vram write/read cmd, can't consume yet
}
// consume vram write/read cmd
- start_vram_transfer(data[pos + 1], data[pos + 2], (cmd & 0xe0) == 0xc0);
+ start_vram_transfer(LE32TOH(data[pos + 1]), LE32TOH(data[pos + 2]), (cmd & 0xe0) == 0xc0);
pos += 3;
continue;
}
// 0xex cmds might affect frameskip.allow, so pass to do_cmd_list_skip
- if (gpu.frameskip.active && (gpu.frameskip.allow || ((data[pos] >> 24) & 0xf0) == 0xe0))
+ if (gpu.frameskip.active && (gpu.frameskip.allow || ((LE32TOH(data[pos]) >> 24) & 0xf0) == 0xe0))
pos += do_cmd_list_skip(data + pos, count - pos, &cmd);
else {
pos += do_cmd_list(data + pos, count - pos, &cmd);
break;
}
- gpu.status.reg &= ~0x1fff;
- gpu.status.reg |= gpu.ex_regs[1] & 0x7ff;
- gpu.status.reg |= (gpu.ex_regs[6] & 3) << 11;
+ gpu.status &= ~0x1fff;
+ gpu.status |= gpu.ex_regs[1] & 0x7ff;
+ gpu.status |= (gpu.ex_regs[6] & 3) << 11;
gpu.state.fb_dirty |= vram_dirty;
void GPUwriteData(uint32_t data)
{
log_io("gpu_write %08x\n", data);
- gpu.cmd_buffer[gpu.cmd_len++] = data;
+ gpu.cmd_buffer[gpu.cmd_len++] = HTOLE32(data);
if (gpu.cmd_len >= CMD_BUFFER_LEN)
flush_cmd_buffer();
}
for (count = 0; (addr & 0x800000) == 0; count++)
{
list = rambase + (addr & 0x1fffff) / 4;
- len = list[0] >> 24;
- addr = list[0] & 0xffffff;
+ len = LE32TOH(list[0]) >> 24;
+ addr = LE32TOH(list[0]) & 0xffffff;
preload(rambase + (addr & 0x1fffff) / 4);
cpu_cycles += 10;
// loop detection marker
// (bit23 set causes DMA error on real machine, so
// unlikely to be ever set by the game)
- list[0] |= 0x800000;
+ list[0] |= HTOLE32(0x800000);
}
}
addr = ld_addr & 0x1fffff;
while (count-- > 0) {
list = rambase + addr / 4;
- addr = list[0] & 0x1fffff;
- list[0] &= ~0x800000;
+ addr = LE32TOH(list[0]) & 0x1fffff;
+ list[0] &= HTOLE32(~0x800000);
}
}
flush_cmd_buffer();
ret = gpu.gp0;
- if (gpu.dma.h)
+ if (gpu.dma.h) {
+ ret = HTOLE32(ret);
do_vram_io(&ret, 1, 1);
+ ret = LE32TOH(ret);
+ }
log_io("gpu_read %08x\n", ret);
return ret;
if (unlikely(gpu.cmd_len > 0))
flush_cmd_buffer();
- ret = gpu.status.reg;
+ ret = gpu.status;
log_io("gpu_read_status %08x\n", ret);
return ret;
}
memcpy(freeze->psxVRam, gpu.vram, 1024 * 512 * 2);
memcpy(freeze->ulControl, gpu.regs, sizeof(gpu.regs));
memcpy(freeze->ulControl + 0xe0, gpu.ex_regs, sizeof(gpu.ex_regs));
- freeze->ulStatus = gpu.status.reg;
+ freeze->ulStatus = gpu.status;
break;
case 0: // load
renderer_sync();
memcpy(gpu.vram, freeze->psxVRam, 1024 * 512 * 2);
memcpy(gpu.regs, freeze->ulControl, sizeof(gpu.regs));
memcpy(gpu.ex_regs, freeze->ulControl + 0xe0, sizeof(gpu.ex_regs));
- gpu.status.reg = freeze->ulStatus;
+ gpu.status = freeze->ulStatus;
gpu.cmd_len = 0;
for (i = 8; i > 0; i--) {
gpu.regs[i] ^= 1; // avoid reg change detection
flush_cmd_buffer();
renderer_flush_queues();
- if (gpu.status.blanking) {
+ if (gpu.status & PSX_GPU_STATUS_BLANKING) {
if (!gpu.state.blanked) {
vout_blank();
gpu.state.blanked = 1;
void GPUvBlank(int is_vblank, int lcf)
{
int interlace = gpu.state.allow_interlace
- && gpu.status.interlace && gpu.status.dheight;
+ && (gpu.status & PSX_GPU_STATUS_INTERLACE)
+ && (gpu.status & PSX_GPU_STATUS_DHEIGHT);
// interlace doesn't look nice on progressive displays,
// so we have this "auto" mode here for games that don't read vram
if (gpu.state.allow_interlace == 2