GLES2N64 (from mupen64plus-ae) plugin. Compile and run on the OpenPandora
[mupen64plus-pandora.git] / source / gles2n64 / src / F3D.cpp
diff --git a/source/gles2n64/src/F3D.cpp b/source/gles2n64/src/F3D.cpp
new file mode 100644 (file)
index 0000000..a5524d0
--- /dev/null
@@ -0,0 +1,374 @@
+#include "gles2N64.h"
+#include "Debug.h"
+#include "F3D.h"
+#include "N64.h"
+#include "RSP.h"
+#include "RDP.h"
+#include "gSP.h"
+#include "gDP.h"
+#include "GBI.h"
+#include "OpenGL.h"
+#include "DepthBuffer.h"
+
+#include "Config.h"
+
+void F3D_SPNoOp( u32 w0, u32 w1 )
+{
+    gSPNoOp();
+}
+
+void F3D_Mtx( u32 w0, u32 w1 )
+{
+    if (_SHIFTR( w0, 0, 16 ) != 64)
+    {
+//      GBI_DetectUCode(); // Something's wrong
+#ifdef DEBUG
+    DebugMsg( DEBUG_MEDIUM | DEBUG_HIGH | DEBUG_ERROR, "G_MTX: address = 0x%08X    length = %i    params = 0x%02X\n", w1, _SHIFTR( w0, 0, 16 ), _SHIFTR( w0, 16, 8 ) );
+#endif
+        return;
+    }
+
+    gSPMatrix( w1, _SHIFTR( w0, 16, 8 ) );
+}
+
+void F3D_Reserved0( u32 w0, u32 w1 )
+{
+#ifdef DEBUG
+    DebugMsg( DEBUG_MEDIUM | DEBUG_IGNORED | DEBUG_UNKNOWN, "G_RESERVED0: w0=0x%08lX w1=0x%08lX\n", w0, w1 );
+#endif
+}
+
+void F3D_MoveMem( u32 w0, u32 w1 )
+{
+#ifdef __TRIBUFFER_OPT
+    gSPFlushTriangles();
+#endif
+    switch (_SHIFTR( w0, 16, 8 ))
+    {
+        case F3D_MV_VIEWPORT://G_MV_VIEWPORT:
+            gSPViewport( w1 );
+            break;
+        case G_MV_MATRIX_1:
+            gSPForceMatrix( w1 );
+            // force matrix takes four commands
+            RSP.PC[RSP.PCi] += 24;
+            break;
+        case G_MV_L0:
+            gSPLight( w1, LIGHT_1 );
+            break;
+        case G_MV_L1:
+            gSPLight( w1, LIGHT_2 );
+            break;
+        case G_MV_L2:
+            gSPLight( w1, LIGHT_3 );
+            break;
+        case G_MV_L3:
+            gSPLight( w1, LIGHT_4 );
+            break;
+        case G_MV_L4:
+            gSPLight( w1, LIGHT_5 );
+            break;
+        case G_MV_L5:
+            gSPLight( w1, LIGHT_6 );
+            break;
+        case G_MV_L6:
+            gSPLight( w1, LIGHT_7 );
+            break;
+        case G_MV_L7:
+            gSPLight( w1, LIGHT_8 );
+            break;
+        case G_MV_LOOKATX:
+            break;
+        case G_MV_LOOKATY:
+            break;
+    }
+}
+
+void F3D_Vtx( u32 w0, u32 w1 )
+{
+    gSPVertex( w1, _SHIFTR( w0, 20, 4 ) + 1, _SHIFTR( w0, 16, 4 ) );
+}
+
+void F3D_Reserved1( u32 w0, u32 w1 )
+{
+}
+
+void F3D_DList( u32 w0, u32 w1 )
+{
+    switch (_SHIFTR( w0, 16, 8 ))
+    {
+        case G_DL_PUSH:
+            gSPDisplayList( w1 );
+            break;
+        case G_DL_NOPUSH:
+            gSPBranchList( w1 );
+            break;
+    }
+
+#ifdef __TRIBUFFER_OPT
+    //since PCi can be changed in gSPDisplayList
+    gSPFlushTriangles();
+#endif
+}
+
+void F3D_Reserved2( u32 w0, u32 w1 )
+{
+}
+
+void F3D_Reserved3( u32 w0, u32 w1 )
+{
+}
+
+void F3D_Sprite2D_Base( u32 w0, u32 w1 )
+{
+    //gSPSprite2DBase( w1 );
+    RSP.PC[RSP.PCi] += 8;
+}
+
+
+void F3D_Tri1( u32 w0, u32 w1 )
+{
+    gSP1Triangle( _SHIFTR( w1, 16, 8 ) / 10, _SHIFTR( w1, 8, 8 ) / 10, _SHIFTR( w1, 0, 8 ) / 10);
+}
+
+void F3D_CullDL( u32 w0, u32 w1 )
+{
+    gSPCullDisplayList( _SHIFTR( w0, 0, 24 ) / 40, (w1 / 40) - 1 );
+}
+
+void F3D_PopMtx( u32 w0, u32 w1 )
+{
+    gSPPopMatrix( w1 );
+}
+
+void F3D_MoveWord( u32 w0, u32 w1 )
+{
+    switch (_SHIFTR( w0, 0, 8 ))
+    {
+        case G_MW_MATRIX:
+            gSPInsertMatrix( _SHIFTR( w0, 8, 16 ), w1 );
+            break;
+
+        case G_MW_NUMLIGHT:
+            gSPNumLights( ((w1 - 0x80000000) >> 5) - 1 );
+            break;
+
+        case G_MW_CLIP:
+            gSPClipRatio( w1 );
+            break;
+
+        case G_MW_SEGMENT:
+            gSPSegment( _SHIFTR( w0, 8, 16 ) >> 2, w1 & 0x00FFFFFF );
+            break;
+
+        case G_MW_FOG:
+            gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
+            break;
+
+        case G_MW_LIGHTCOL:
+            switch (_SHIFTR( w0, 8, 16 ))
+            {
+                case F3D_MWO_aLIGHT_1:
+                    gSPLightColor( LIGHT_1, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_2:
+                    gSPLightColor( LIGHT_2, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_3:
+                    gSPLightColor( LIGHT_3, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_4:
+                    gSPLightColor( LIGHT_4, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_5:
+                    gSPLightColor( LIGHT_5, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_6:
+                    gSPLightColor( LIGHT_6, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_7:
+                    gSPLightColor( LIGHT_7, w1 );
+                    break;
+                case F3D_MWO_aLIGHT_8:
+                    gSPLightColor( LIGHT_8, w1 );
+                    break;
+            }
+            break;
+        case G_MW_POINTS:
+            gSPModifyVertex( _SHIFTR( w0, 8, 16 ) / 40, _SHIFTR( w0, 0, 8 ) % 40, w1 );
+            break;
+        case G_MW_PERSPNORM:
+            gSPPerspNormalize( w1 );
+            break;
+    }
+}
+
+void F3D_Texture( u32 w0, u32 w1 )
+{
+    gSPTexture( _FIXED2FLOAT( _SHIFTR( w1, 16, 16 ), 16 ),
+                _FIXED2FLOAT( _SHIFTR( w1, 0, 16 ), 16 ),
+                _SHIFTR( w0, 11, 3 ),
+                _SHIFTR( w0, 8, 3 ),
+                _SHIFTR( w0, 0, 8 ) );
+}
+
+void F3D_SetOtherMode_H( u32 w0, u32 w1 )
+{
+    switch (_SHIFTR( w0, 8, 8 ))
+    {
+        case G_MDSFT_PIPELINE:
+            gDPPipelineMode( w1 >> G_MDSFT_PIPELINE );
+            break;
+        case G_MDSFT_CYCLETYPE:
+            gDPSetCycleType( w1 >> G_MDSFT_CYCLETYPE );
+            break;
+        case G_MDSFT_TEXTPERSP:
+            gDPSetTexturePersp( w1 >> G_MDSFT_TEXTPERSP );
+            break;
+        case G_MDSFT_TEXTDETAIL:
+            gDPSetTextureDetail( w1 >> G_MDSFT_TEXTDETAIL );
+            break;
+        case G_MDSFT_TEXTLOD:
+            gDPSetTextureLOD( w1 >> G_MDSFT_TEXTLOD );
+            break;
+        case G_MDSFT_TEXTLUT:
+            gDPSetTextureLUT( w1 >> G_MDSFT_TEXTLUT );
+            break;
+        case G_MDSFT_TEXTFILT:
+            gDPSetTextureFilter( w1 >> G_MDSFT_TEXTFILT );
+            break;
+        case G_MDSFT_TEXTCONV:
+            gDPSetTextureConvert( w1 >> G_MDSFT_TEXTCONV );
+            break;
+        case G_MDSFT_COMBKEY:
+            gDPSetCombineKey( w1 >> G_MDSFT_COMBKEY );
+            break;
+        case G_MDSFT_RGBDITHER:
+            gDPSetColorDither( w1 >> G_MDSFT_RGBDITHER );
+            break;
+        case G_MDSFT_ALPHADITHER:
+            gDPSetAlphaDither( w1 >> G_MDSFT_ALPHADITHER );
+            break;
+        default:
+            u32 shift = _SHIFTR( w0, 8, 8 );
+            u32 length = _SHIFTR( w0, 0, 8 );
+            u32 mask = ((1 << length) - 1) << shift;
+
+            gDP.otherMode.h &= ~mask;
+            gDP.otherMode.h |= w1 & mask;
+
+            gDP.changed |= CHANGED_CYCLETYPE;
+            break;
+    }
+}
+
+void F3D_SetOtherMode_L( u32 w0, u32 w1 )
+{
+    switch (_SHIFTR( w0, 8, 8 ))
+    {
+        case G_MDSFT_ALPHACOMPARE:
+            gDPSetAlphaCompare( w1 >> G_MDSFT_ALPHACOMPARE );
+            break;
+        case G_MDSFT_ZSRCSEL:
+            gDPSetDepthSource( w1 >> G_MDSFT_ZSRCSEL );
+            break;
+        case G_MDSFT_RENDERMODE:
+            gDPSetRenderMode( w1 & 0xCCCCFFFF, w1 & 0x3333FFFF );
+            break;
+        default:
+            u32 shift = _SHIFTR( w0, 8, 8 );
+            u32 length = _SHIFTR( w0, 0, 8 );
+            u32 mask = ((1 << length) - 1) << shift;
+
+            gDP.otherMode.l &= ~mask;
+            gDP.otherMode.l |= w1 & mask;
+
+            gDP.changed |= CHANGED_RENDERMODE | CHANGED_ALPHACOMPARE;
+            break;
+    }
+}
+
+void F3D_EndDL( u32 w0, u32 w1 )
+{
+    gSPEndDisplayList();
+}
+
+void F3D_SetGeometryMode( u32 w0, u32 w1 )
+{
+    gSPSetGeometryMode( w1 );
+}
+
+void F3D_ClearGeometryMode( u32 w0, u32 w1 )
+{
+    gSPClearGeometryMode( w1 );
+}
+
+void F3D_Line3D( u32 w0, u32 w1 )
+{
+    // Hmmm...
+}
+
+void F3D_Quad( u32 w0, u32 w1 )
+{
+    gSP1Quadrangle( _SHIFTR( w1, 24, 8 ) / 10, _SHIFTR( w1, 16, 8 ) / 10, _SHIFTR( w1, 8, 8 ) / 10, _SHIFTR( w1, 0, 8 ) / 10 );
+}
+
+void F3D_RDPHalf_1( u32 w0, u32 w1 )
+{
+    gDP.half_1 = w1;
+}
+
+void F3D_RDPHalf_2( u32 w0, u32 w1 )
+{
+    gDP.half_2 = w1;
+}
+
+void F3D_RDPHalf_Cont( u32 w0, u32 w1 )
+{
+}
+
+void F3D_Tri4( u32 w0, u32 w1 )
+{
+    gSP4Triangles( _SHIFTR( w0,  0, 4 ), _SHIFTR( w1,  0, 4 ), _SHIFTR( w1,  4, 4 ),
+                   _SHIFTR( w0,  4, 4 ), _SHIFTR( w1,  8, 4 ), _SHIFTR( w1, 12, 4 ),
+                   _SHIFTR( w0,  8, 4 ), _SHIFTR( w1, 16, 4 ), _SHIFTR( w1, 20, 4 ),
+                   _SHIFTR( w0, 12, 4 ), _SHIFTR( w1, 24, 4 ), _SHIFTR( w1, 28, 4 ) );
+}
+
+void F3D_Init()
+{
+    // Set GeometryMode flags
+    GBI_InitFlags( F3D );
+
+    GBI.PCStackSize = 10;
+
+    //          GBI Command             Command Value           Command Function
+    GBI_SetGBI( G_SPNOOP,               F3D_SPNOOP,             F3D_SPNoOp );
+    GBI_SetGBI( G_MTX,                  F3D_MTX,                F3D_Mtx );
+    GBI_SetGBI( G_RESERVED0,            F3D_RESERVED0,          F3D_Reserved0 );
+    GBI_SetGBI( G_MOVEMEM,              F3D_MOVEMEM,            F3D_MoveMem );
+    GBI_SetGBI( G_VTX,                  F3D_VTX,                F3D_Vtx );
+    GBI_SetGBI( G_RESERVED1,            F3D_RESERVED1,          F3D_Reserved1 );
+    GBI_SetGBI( G_DL,                   F3D_DL,                 F3D_DList );
+    GBI_SetGBI( G_RESERVED2,            F3D_RESERVED2,          F3D_Reserved2 );
+    GBI_SetGBI( G_RESERVED3,            F3D_RESERVED3,          F3D_Reserved3 );
+    GBI_SetGBI( G_SPRITE2D_BASE,        F3D_SPRITE2D_BASE,      F3D_Sprite2D_Base );
+
+    GBI_SetGBI( G_TRI1,                 F3D_TRI1,               F3D_Tri1 );
+    GBI_SetGBI( G_CULLDL,               F3D_CULLDL,             F3D_CullDL );
+    GBI_SetGBI( G_POPMTX,               F3D_POPMTX,             F3D_PopMtx );
+    GBI_SetGBI( G_MOVEWORD,             F3D_MOVEWORD,           F3D_MoveWord );
+    GBI_SetGBI( G_TEXTURE,              F3D_TEXTURE,            F3D_Texture );
+    GBI_SetGBI( G_SETOTHERMODE_H,       F3D_SETOTHERMODE_H,     F3D_SetOtherMode_H );
+    GBI_SetGBI( G_SETOTHERMODE_L,       F3D_SETOTHERMODE_L,     F3D_SetOtherMode_L );
+    GBI_SetGBI( G_ENDDL,                F3D_ENDDL,              F3D_EndDL );
+    GBI_SetGBI( G_SETGEOMETRYMODE,      F3D_SETGEOMETRYMODE,    F3D_SetGeometryMode );
+    GBI_SetGBI( G_CLEARGEOMETRYMODE,    F3D_CLEARGEOMETRYMODE,  F3D_ClearGeometryMode );
+    GBI_SetGBI( G_QUAD,                 F3D_QUAD,               F3D_Quad );
+    GBI_SetGBI( G_RDPHALF_1,            F3D_RDPHALF_1,          F3D_RDPHalf_1 );
+    GBI_SetGBI( G_RDPHALF_2,            F3D_RDPHALF_2,          F3D_RDPHalf_2 );
+    GBI_SetGBI( G_RDPHALF_CONT,         F3D_RDPHALF_CONT,       F3D_RDPHalf_Cont );
+    GBI_SetGBI( G_TRI4,                 F3D_TRI4,               F3D_Tri4 );
+
+}
+