#define BIT(x) (1 << (x))
#define PSX_GPU_STATUS_DHEIGHT BIT(19)
+#define PSX_GPU_STATUS_PAL BIT(20)
#define PSX_GPU_STATUS_RGB24 BIT(21)
#define PSX_GPU_STATUS_INTERLACE BIT(22)
#define PSX_GPU_STATUS_BLANKING BIT(23)
int x, y, w, h;
int x1, x2;
int y1, y2;
+ int src_x, src_y;
} screen;
struct {
int x, y, w, h;
uint32_t enhancement_active:1;
uint32_t downscale_enable:1;
uint32_t downscale_active:1;
+ uint32_t dims_changed:1;
uint32_t *frame_count;
uint32_t *hcnt; /* hsync count */
struct {
uint32_t hcnt;
} last_list;
uint32_t last_vram_read_frame;
+ uint32_t w_out_old, h_out_old, status_vo_old;
+ int screen_centering_type; // 0 - auto, 1 - game conrolled, 2 - manual
+ int screen_centering_x;
+ int screen_centering_y;
} state;
struct {
int32_t set:3; /* -1 auto, 0 off, 1-3 fixed */
uint32_t pending_fill[3];
} frameskip;
uint32_t scratch_ex_regs[8]; // for threaded rendering
- int useDithering:1; /* 0 - off , 1 - on */
- uint16_t *(*get_enhancement_bufer)
+ void *(*get_enhancement_bufer)
(int *x, int *y, int *w, int *h, int *vram_h);
uint16_t *(*get_downscale_buffer)
(int *x, int *y, int *w, int *h, int *vram_h);