X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=plugins%2Fgpu_senquack%2Fgpu_command.h;fp=plugins%2Fgpu_senquack%2Fgpu_command.h;h=d052ae8ce6ffed5e9ef4373013a9720a018683a1;hb=0bfe8d59b9150b2662c3ca68f950b272344cb9a4;hp=0000000000000000000000000000000000000000;hpb=fcaa8d2263c8da53bbe86c482921e1a715bf59b3;p=pcsx_rearmed.git diff --git a/plugins/gpu_senquack/gpu_command.h b/plugins/gpu_senquack/gpu_command.h new file mode 100644 index 00000000..d052ae8c --- /dev/null +++ b/plugins/gpu_senquack/gpu_command.h @@ -0,0 +1,621 @@ +/*************************************************************************** +* Copyright (C) 2010 PCSX4ALL Team * +* Copyright (C) 2010 Unai * +* Copyright (C) 2016 Senquack (dansilsby gmail com) * +* * +* This program is free software; you can redistribute it and/or modify * +* it under the terms of the GNU General Public License as published by * +* the Free Software Foundation; either version 2 of the License, or * +* (at your option) any later version. * +* * +* This program is distributed in the hope that it will be useful, * +* but WITHOUT ANY WARRANTY; without even the implied warranty of * +* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * +* GNU General Public License for more details. * +* * +* You should have received a copy of the GNU General Public License * +* along with this program; if not, write to the * +* Free Software Foundation, Inc., * +* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * +***************************************************************************/ + +#ifndef __GPU_UNAI_GPU_COMMAND_H__ +#define __GPU_UNAI_GPU_COMMAND_H__ + +/////////////////////////////////////////////////////////////////////////////// +void gpuSetTexture(u16 tpage) +{ + u32 tmode, tx, ty; + gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x1FF) | (tpage & 0x1FF); + gpu_senquack.TextureWindow[0]&= ~gpu_senquack.TextureWindow[2]; + gpu_senquack.TextureWindow[1]&= ~gpu_senquack.TextureWindow[3]; + + tmode = (tpage >> 7) & 3; // 16bpp, 8bpp, or 4bpp texture colors? + // 0: 4bpp 1: 8bpp 2/3: 16bpp + + // Nocash PSX docs state setting of 3 is same as setting of 2 (16bpp): + // Note: DrHell assumes 3 is same as 0.. TODO: verify which is correct? + if (tmode == 3) tmode = 2; + + tx = (tpage & 0x0F) << 6; + ty = (tpage & 0x10) << 4; + + tx += (gpu_senquack.TextureWindow[0] >> (2 - tmode)); + ty += gpu_senquack.TextureWindow[1]; + + gpu_senquack.BLEND_MODE = ((tpage>>5) & 3) << 3; + gpu_senquack.TEXT_MODE = (tmode + 1) << 5; // gpu_senquack.TEXT_MODE should be values 1..3, so add one + gpu_senquack.TBA = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(tx, ty)]; +} + +/////////////////////////////////////////////////////////////////////////////// +INLINE void gpuSetCLUT(u16 clut) +{ + gpu_senquack.CBA = &((u16*)gpu_senquack.vram)[(clut & 0x7FFF) << 4]; +} + +#ifdef ENABLE_GPU_NULL_SUPPORT +#define NULL_GPU() break +#else +#define NULL_GPU() +#endif + +#ifdef ENABLE_GPU_LOG_SUPPORT +#define DO_LOG(expr) printf expr +#else +#define DO_LOG(expr) {} +#endif + +#define Blending (((PRIM&0x2) && BlendingEnabled()) ? (PRIM&0x2) : 0) +#define Blending_Mode (((PRIM&0x2) && BlendingEnabled()) ? gpu_senquack.BLEND_MODE : 0) +#define Lighting (((~PRIM)&0x1) && LightingEnabled()) +// Dithering applies only to Gouraud-shaded polys or texture-blended polys: +#define Dithering (((((~PRIM)&0x1) || (PRIM&0x10)) && DitheringEnabled()) ? \ + (ForcedDitheringEnabled() ? (1<<9) : (gpu_senquack.GPU_GP1 & (1 << 9))) \ + : 0) + +/////////////////////////////////////////////////////////////////////////////// +//Now handled by Rearmed's gpulib and gpu_senquack/gpulib_if.cpp: +/////////////////////////////////////////////////////////////////////////////// +#ifndef USE_GPULIB + +// Handles GP0 draw settings commands 0xE1...0xE6 +static void gpuGP0Cmd_0xEx(gpu_senquack_t &gpu_senquack, u32 cmd_word) +{ + // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6 + u8 num = (cmd_word >> 24) & 7; + switch (num) { + case 1: { + // GP0(E1h) - Draw Mode setting (aka "Texpage") + DO_LOG(("GP0(0xE1) DrawMode TexPage(0x%x)\n", cmd_word)); + u32 cur_texpage = gpu_senquack.GPU_GP1 & 0x7FF; + u32 new_texpage = cmd_word & 0x7FF; + if (cur_texpage != new_texpage) { + gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x7FF) | new_texpage; + gpuSetTexture(gpu_senquack.GPU_GP1); + } + } break; + + case 2: { + // GP0(E2h) - Texture Window setting + DO_LOG(("GP0(0xE2) TextureWindow(0x%x)\n", cmd_word)); + if (cmd_word != gpu_senquack.TextureWindowCur) { + static const u8 TextureMask[32] = { + 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7, + 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7 + }; + gpu_senquack.TextureWindowCur = cmd_word; + gpu_senquack.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3; + gpu_senquack.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3; + gpu_senquack.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F]; + gpu_senquack.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F]; + gpu_senquack.TextureWindow[0] &= ~gpu_senquack.TextureWindow[2]; + gpu_senquack.TextureWindow[1] &= ~gpu_senquack.TextureWindow[3]; + + // Inner loop vars must be updated whenever texture window is changed: + const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4 + gpu_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1); + gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1); + + gpuSetTexture(gpu_senquack.GPU_GP1); + } + } break; + + case 3: { + // GP0(E3h) - Set Drawing Area top left (X1,Y1) + DO_LOG(("GP0(0xE3) DrawingArea Pos(0x%x)\n", cmd_word)); + gpu_senquack.DrawingArea[0] = cmd_word & 0x3FF; + gpu_senquack.DrawingArea[1] = (cmd_word >> 10) & 0x3FF; + } break; + + case 4: { + // GP0(E4h) - Set Drawing Area bottom right (X2,Y2) + DO_LOG(("GP0(0xE4) DrawingArea Size(0x%x)\n", cmd_word)); + gpu_senquack.DrawingArea[2] = (cmd_word & 0x3FF) + 1; + gpu_senquack.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1; + } break; + + case 5: { + // GP0(E5h) - Set Drawing Offset (X,Y) + DO_LOG(("GP0(0xE5) DrawingOffset(0x%x)\n", cmd_word)); + gpu_senquack.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11); + gpu_senquack.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11); + } break; + + case 6: { + // GP0(E6h) - Mask Bit Setting + DO_LOG(("GP0(0xE6) SetMask(0x%x)\n", cmd_word)); + gpu_senquack.Masking = (cmd_word & 0x2) << 1; + gpu_senquack.PixelMSB = (cmd_word & 0x1) << 8; + } break; + } +} + +void gpuSendPacketFunction(const int PRIM) +{ + //printf("0x%x\n",PRIM); + + //senquack - TODO: optimize this (packet pointer union as prim draw parameter + // introduced as optimization for gpulib command-list processing) + PtrUnion packet = { .ptr = (void*)&gpu_senquack.PacketBuffer }; + + switch (PRIM) + { + case 0x02: { + NULL_GPU(); + gpuClearImage(packet); // prim handles updateLace && skip + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuClearImage(0x%x)\n",PRIM)); + } break; + + case 0x20: + case 0x21: + case 0x22: + case 0x23: { // Monochrome 3-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Blending_Mode | + gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB + ]; + gpuDrawPolyF(packet, driver, false); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyF(0x%x)\n",PRIM)); + } + } break; + + case 0x24: + case 0x25: + case 0x26: + case 0x27: { // Textured 3-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + gpuSetTexture (gpu_senquack.PacketBuffer.U4[4] >> 16); + + u32 driver_idx = + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | gpu_senquack.TEXT_MODE | + gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB; + + if (!FastLightingEnabled()) { + driver_idx |= Lighting; + } else { + if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))) + driver_idx |= Lighting; + } + + PP driver = gpuPolySpanDrivers[driver_idx]; + gpuDrawPolyFT(packet, driver, false); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyFT(0x%x)\n",PRIM)); + } + } break; + + case 0x28: + case 0x29: + case 0x2A: + case 0x2B: { // Monochrome 4-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Blending_Mode | + gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB + ]; + gpuDrawPolyF(packet, driver, true); // is_quad = true + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyF(0x%x) (4-pt QUAD)\n",PRIM)); + } + } break; + + case 0x2C: + case 0x2D: + case 0x2E: + case 0x2F: { // Textured 4-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + gpuSetTexture (gpu_senquack.PacketBuffer.U4[4] >> 16); + + u32 driver_idx = + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | gpu_senquack.TEXT_MODE | + gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB; + + if (!FastLightingEnabled()) { + driver_idx |= Lighting; + } else { + if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))) + driver_idx |= Lighting; + } + + PP driver = gpuPolySpanDrivers[driver_idx]; + gpuDrawPolyFT(packet, driver, true); // is_quad = true + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyFT(0x%x) (4-pt QUAD)\n",PRIM)); + } + } break; + + case 0x30: + case 0x31: + case 0x32: + case 0x33: { // Gouraud-shaded 3-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however + // this is an untextured poly, so CF_LIGHT (texture blend) + // shouldn't apply. Until the original array of template + // instantiation ptrs is fixed, we're stuck with this. (TODO) + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | + gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB + ]; + gpuDrawPolyG(packet, driver, false); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyG(0x%x)\n",PRIM)); + } + } break; + + case 0x34: + case 0x35: + case 0x36: + case 0x37: { // Gouraud-shaded, textured 3-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16); + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | gpu_senquack.TEXT_MODE | + gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB + ]; + gpuDrawPolyGT(packet, driver, false); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyGT(0x%x)\n",PRIM)); + } + } break; + + case 0x38: + case 0x39: + case 0x3A: + case 0x3B: { // Gouraud-shaded 4-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + // See notes regarding '129' for 0x30..0x33 further above -senquack + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | + gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB + ]; + gpuDrawPolyG(packet, driver, true); // is_quad = true + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyG(0x%x) (4-pt QUAD)\n",PRIM)); + } + } break; + + case 0x3C: + case 0x3D: + case 0x3E: + case 0x3F: { // Gouraud-shaded, textured 4-pt poly + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16); + PP driver = gpuPolySpanDrivers[ + (gpu_senquack.blit_mask?1024:0) | + Dithering | + Blending_Mode | gpu_senquack.TEXT_MODE | + gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB + ]; + gpuDrawPolyGT(packet, driver, true); // is_quad = true + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawPolyGT(0x%x) (4-pt QUAD)\n",PRIM)); + } + } break; + + case 0x40: + case 0x41: + case 0x42: + case 0x43: { // Monochrome line + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + // Shift index right by one, as untextured prims don't use lighting + u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1; + PSD driver = gpuPixelSpanDrivers[driver_idx]; + gpuDrawLineF(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM)); + } + } break; + + case 0x48: + case 0x49: + case 0x4A: + case 0x4B: + case 0x4C: + case 0x4D: + case 0x4E: + case 0x4F: { // Monochrome line strip + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + // Shift index right by one, as untextured prims don't use lighting + u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1; + PSD driver = gpuPixelSpanDrivers[driver_idx]; + gpuDrawLineF(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM)); + } + if ((gpu_senquack.PacketBuffer.U4[3] & 0xF000F000) != 0x50005000) + { + gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[2]; + gpu_senquack.PacketBuffer.U4[2] = gpu_senquack.PacketBuffer.U4[3]; + gpu_senquack.PacketCount = 1; + gpu_senquack.PacketIndex = 3; + } + } break; + + case 0x50: + case 0x51: + case 0x52: + case 0x53: { // Gouraud-shaded line + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + // Shift index right by one, as untextured prims don't use lighting + u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1; + // Index MSB selects Gouraud-shaded PixelSpanDriver: + driver_idx |= (1 << 5); + PSD driver = gpuPixelSpanDrivers[driver_idx]; + gpuDrawLineG(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM)); + } + } break; + + case 0x58: + case 0x59: + case 0x5A: + case 0x5B: + case 0x5C: + case 0x5D: + case 0x5E: + case 0x5F: { // Gouraud-shaded line strip + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + // Shift index right by one, as untextured prims don't use lighting + u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1; + // Index MSB selects Gouraud-shaded PixelSpanDriver: + driver_idx |= (1 << 5); + PSD driver = gpuPixelSpanDrivers[driver_idx]; + gpuDrawLineG(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM)); + } + if ((gpu_senquack.PacketBuffer.U4[4] & 0xF000F000) != 0x50005000) + { + gpu_senquack.PacketBuffer.U1[3 + (2 * 4)] = gpu_senquack.PacketBuffer.U1[3 + (0 * 4)]; + gpu_senquack.PacketBuffer.U4[0] = gpu_senquack.PacketBuffer.U4[2]; + gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[3]; + gpu_senquack.PacketBuffer.U4[2] = gpu_senquack.PacketBuffer.U4[4]; + gpu_senquack.PacketCount = 2; + gpu_senquack.PacketIndex = 3; + } + } break; + + case 0x60: + case 0x61: + case 0x62: + case 0x63: { // Monochrome rectangle (variable size) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1]; + gpuDrawT(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawT(0x%x)\n",PRIM)); + } + } break; + + case 0x64: + case 0x65: + case 0x66: + case 0x67: { // Textured rectangle (variable size) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1); + + // This fixes Silent Hill running animation on loading screens: + // (On PSX, color values 0x00-0x7F darken the source texture's color, + // 0x81-FF lighten textures (ultimately clamped to 0x1F), + // 0x80 leaves source texture color unchanged, HOWEVER, + // gpu_senquack uses a simple lighting LUT whereby only the upper + // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as + // 0x80. + // + // NOTE: I've changed all textured sprite draw commands here and + // elsewhere to use proper behavior, but left poly commands + // alone, I don't want to slow rendering down too much. (TODO) + //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)) + // Strip lower 3 bits of each color and determine if lighting should be used: + if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) + driver_idx |= Lighting; + PS driver = gpuSpriteSpanDrivers[driver_idx]; + gpuDrawS(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawS(0x%x)\n",PRIM)); + } + } break; + + case 0x68: + case 0x69: + case 0x6A: + case 0x6B: { // Monochrome rectangle (1x1 dot) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpu_senquack.PacketBuffer.U4[2] = 0x00010001; + PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1]; + gpuDrawT(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawT(0x%x)\n",PRIM)); + } + } break; + + case 0x70: + case 0x71: + case 0x72: + case 0x73: { // Monochrome rectangle (8x8) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpu_senquack.PacketBuffer.U4[2] = 0x00080008; + PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1]; + gpuDrawT(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawT(0x%x)\n",PRIM)); + } + } break; + + case 0x74: + case 0x75: + case 0x76: + case 0x77: { // Textured rectangle (8x8) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpu_senquack.PacketBuffer.U4[3] = 0x00080008; + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1); + + //senquack - Only color 808080h-878787h allows skipping lighting calculation: + //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)) + // Strip lower 3 bits of each color and determine if lighting should be used: + if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) + driver_idx |= Lighting; + PS driver = gpuSpriteSpanDrivers[driver_idx]; + gpuDrawS(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawS(0x%x)\n",PRIM)); + } + } break; + + case 0x78: + case 0x79: + case 0x7A: + case 0x7B: { // Monochrome rectangle (16x16) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpu_senquack.PacketBuffer.U4[2] = 0x00100010; + PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1]; + gpuDrawT(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawT(0x%x)\n",PRIM)); + } + } break; + + case 0x7C: + case 0x7D: + #ifdef __arm__ + /* Notaz 4bit sprites optimization */ + if ((!gpu_senquack.frameskip.skipGPU) && (!(gpu_senquack.GPU_GP1&0x180)) && (!(gpu_senquack.Masking|gpu_senquack.PixelMSB))) + { + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + gpuDrawS16(packet); + gpu_senquack.fb_dirty = true; + break; + } + #endif + case 0x7E: + case 0x7F: { // Textured rectangle (16x16) + if (!gpu_senquack.frameskip.skipGPU) + { + NULL_GPU(); + gpu_senquack.PacketBuffer.U4[3] = 0x00100010; + gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16); + u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1); + + //senquack - Only color 808080h-878787h allows skipping lighting calculation: + //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)) + // Strip lower 3 bits of each color and determine if lighting should be used: + if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) + driver_idx |= Lighting; + PS driver = gpuSpriteSpanDrivers[driver_idx]; + gpuDrawS(packet, driver); + gpu_senquack.fb_dirty = true; + DO_LOG(("gpuDrawS(0x%x)\n",PRIM)); + } + } break; + + case 0x80: // vid -> vid + gpuMoveImage(packet); // prim handles updateLace && skip + if ((!gpu_senquack.frameskip.skipCount) && (gpu_senquack.DisplayArea[3] == 480)) // Tekken 3 hack + { + if (!gpu_senquack.frameskip.skipGPU) gpu_senquack.fb_dirty = true; + } + else + { + gpu_senquack.fb_dirty = true; + } + DO_LOG(("gpuMoveImage(0x%x)\n",PRIM)); + break; + case 0xA0: // sys ->vid + gpuLoadImage(packet); // prim handles updateLace && skip + DO_LOG(("gpuLoadImage(0x%x)\n",PRIM)); + break; + case 0xC0: // vid -> sys + gpuStoreImage(packet); // prim handles updateLace && skip + DO_LOG(("gpuStoreImage(0x%x)\n",PRIM)); + break; + case 0xE1 ... 0xE6: { // Draw settings + gpuGP0Cmd_0xEx(gpu_senquack, gpu_senquack.PacketBuffer.U4[0]); + } break; + } +} +#endif //!USE_GPULIB +/////////////////////////////////////////////////////////////////////////////// +// End of code specific to non-gpulib standalone version of gpu_senquack +/////////////////////////////////////////////////////////////////////////////// + +#endif /* __GPU_UNAI_GPU_COMMAND_H__ */