--- /dev/null
+/***************************************************************************
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ email : BlackDove@addcom.de
+
+ PCSX rearmed rework (C) notaz, 2012
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * 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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+#include "gpuDraw.c"
+#include "gpuTexture.c"
+#include "gpuPrim.c"
+
+static const short dispWidths[8] = {256,320,512,640,368,384,512,640};
+short g_m1,g_m2,g_m3;
+short DrawSemiTrans;
+
+short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords
+long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
+long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
+
+unsigned long dwGPUVersion;
+int iGPUHeight=512;
+int iGPUHeightMask=511;
+int GlobalTextIL;
+
+unsigned char *psxVub;
+unsigned short *psxVuw;
+
+GLfloat gl_z=0.0f;
+BOOL bNeedInterlaceUpdate;
+BOOL bNeedRGB24Update;
+BOOL bChangeWinMode;
+long lGPUstatusRet;
+unsigned long ulGPUInfoVals[16];
+VRAMLoad_t VRAMWrite;
+VRAMLoad_t VRAMRead;
+int iDataWriteMode;
+int iDataReadMode;
+
+long lClearOnSwap;
+long lClearOnSwapColor;
+BOOL bSkipNextFrame;
+
+PSXDisplay_t PSXDisplay;
+PSXDisplay_t PreviousPSXDisplay;
+TWin_t TWin;
+BOOL bDisplayNotSet;
+BOOL bNeedWriteUpload;
+int iLastRGB24;
+
+// don't do GL vram read
+void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
+{
+}
+
+void CheckVRamReadEx(int x, int y, int dx, int dy)
+{
+}
+
+void SetFixes(void)
+{
+}
+
+static void PaintBlackBorders(void)
+{
+ short s;
+ glDisable(GL_SCISSOR_TEST); glError();
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
+ glDisable(GL_ALPHA_TEST); glError();
+
+ glEnable(GL_ALPHA_TEST); glError();
+ glEnable(GL_SCISSOR_TEST); glError();
+}
+
+void updateDisplay(void)
+{
+ bFakeFrontBuffer=FALSE;
+ bRenderFrontBuffer=FALSE;
+
+ if(PSXDisplay.RGB24)// && !bNeedUploadAfter) // (mdec) upload wanted?
+ {
+ PrepareFullScreenUpload(-1);
+ UploadScreen(PSXDisplay.Interlaced); // -> upload whole screen from psx vram
+ bNeedUploadTest=FALSE;
+ bNeedInterlaceUpdate=FALSE;
+ bNeedUploadAfter=FALSE;
+ bNeedRGB24Update=FALSE;
+ }
+ else
+ if(bNeedInterlaceUpdate) // smaller upload?
+ {
+ bNeedInterlaceUpdate=FALSE;
+ xrUploadArea=xrUploadAreaIL; // -> upload this rect
+ UploadScreen(TRUE);
+ }
+
+ if(dwActFixes&512) bCheckFF9G4(NULL); // special game fix for FF9
+
+ if(PSXDisplay.Disabled) // display disabled?
+ {
+ // moved here
+ glDisable(GL_SCISSOR_TEST); glError();
+ glClearColor(0,0,0,128); glError(); // -> clear whole backbuffer
+ glClear(uiBufferBits); glError();
+ glEnable(GL_SCISSOR_TEST); glError();
+ gl_z=0.0f;
+ bDisplayNotSet = TRUE;
+ }
+
+ if(iDrawnSomething)
+ eglSwapBuffers(display, surface);
+ iDrawnSomething=0;
+
+ if(lClearOnSwap) // clear buffer after swap?
+ {
+ GLclampf g,b,r;
+
+ if(bDisplayNotSet) // -> set new vals
+ SetOGLDisplaySettings(1);
+
+ g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f; // -> get col
+ b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
+ r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
+ glDisable(GL_SCISSOR_TEST); glError();
+ glClearColor(r,g,b,128); glError(); // -> clear
+ glClear(uiBufferBits); glError();
+ glEnable(GL_SCISSOR_TEST); glError();
+ lClearOnSwap=0; // -> done
+ }
+ else
+ {
+ if(iZBufferDepth) // clear zbuffer as well (if activated)
+ {
+ glDisable(GL_SCISSOR_TEST); glError();
+ glClear(GL_DEPTH_BUFFER_BIT); glError();
+ glEnable(GL_SCISSOR_TEST); glError();
+ }
+ }
+ gl_z=0.0f;
+
+ // additional uploads immediatly after swapping
+ if(bNeedUploadAfter) // upload wanted?
+ {
+ bNeedUploadAfter=FALSE;
+ bNeedUploadTest=FALSE;
+ UploadScreen(-1); // -> upload
+ }
+
+ if(bNeedUploadTest)
+ {
+ bNeedUploadTest=FALSE;
+ if(PSXDisplay.InterlacedTest &&
+ //iOffscreenDrawing>2 &&
+ PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
+ PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
+ PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
+ PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
+ {
+ PrepareFullScreenUpload(TRUE);
+ UploadScreen(TRUE);
+ }
+ }
+}
+
+void updateFrontDisplay(void)
+{
+ if(PreviousPSXDisplay.Range.x0||
+ PreviousPSXDisplay.Range.y0)
+ PaintBlackBorders();
+
+ bFakeFrontBuffer=FALSE;
+ bRenderFrontBuffer=FALSE;
+
+ if(iDrawnSomething) // linux:
+ eglSwapBuffers(display, surface);
+}
+
+static void ChangeDispOffsetsX(void) // CENTER X
+{
+long lx,l;short sO;
+
+if(!PSXDisplay.Range.x1) return; // some range given?
+
+l=PSXDisplay.DisplayMode.x;
+
+l*=(long)PSXDisplay.Range.x1; // some funky calculation
+l/=2560;lx=l;l&=0xfffffff8;
+
+if(l==PreviousPSXDisplay.Range.x1) return; // some change?
+
+sO=PreviousPSXDisplay.Range.x0; // store old
+
+if(lx>=PSXDisplay.DisplayMode.x) // range bigger?
+ {
+ PreviousPSXDisplay.Range.x1= // -> take display width
+ PSXDisplay.DisplayMode.x;
+ PreviousPSXDisplay.Range.x0=0; // -> start pos is 0
+ }
+else // range smaller? center it
+ {
+ PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned)
+ PreviousPSXDisplay.Range.x0= // -> calc start pos
+ (PSXDisplay.Range.x0-500)/8;
+ if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet
+ PreviousPSXDisplay.Range.x0=0;
+
+ if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much
+ PSXDisplay.DisplayMode.x)
+ {
+ PreviousPSXDisplay.Range.x0= // -> adjust start
+ PSXDisplay.DisplayMode.x-lx;
+ PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width
+ }
+ }
+
+if(sO!=PreviousPSXDisplay.Range.x0) // something changed?
+ {
+ bDisplayNotSet=TRUE; // -> recalc display stuff
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+static void ChangeDispOffsetsY(void) // CENTER Y
+{
+int iT;short sO; // store previous y size
+
+if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC
+
+if(PSXDisplay.Range.y0>=iT) // crossed the security line? :)
+ {
+ PreviousPSXDisplay.Range.y1= // -> store width
+ PSXDisplay.DisplayModeNew.y;
+
+ sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset
+ if(sO<0) sO=0;
+
+ PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too
+ }
+else sO=0; // else no offset
+
+if(sO!=PreviousPSXDisplay.Range.y0) // something changed?
+ {
+ PreviousPSXDisplay.Range.y0=sO;
+ bDisplayNotSet=TRUE; // -> recalc display stuff
+ }
+}
+
+static void updateDisplayIfChanged(void)
+{
+BOOL bUp;
+
+if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) &&
+ (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
+ {
+ if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) &&
+ (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew))
+ return; // nothing has changed? fine, no swap buffer needed
+ }
+else // some res change?
+ {
+ glLoadIdentity(); glError();
+ glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
+ PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
+ if(bKeepRatio) SetAspectRatio();
+ }
+
+bDisplayNotSet = TRUE; // re-calc offsets/display area
+
+bUp=FALSE;
+if(PSXDisplay.RGB24!=PSXDisplay.RGB24New) // clean up textures, if rgb mode change (usually mdec on/off)
+ {
+ PreviousPSXDisplay.RGB24=0; // no full 24 frame uploaded yet
+ ResetTextureArea(FALSE);
+ bUp=TRUE;
+ }
+
+PSXDisplay.RGB24 = PSXDisplay.RGB24New; // get new infos
+PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
+PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
+PSXDisplay.Interlaced = PSXDisplay.InterlacedNew;
+
+PSXDisplay.DisplayEnd.x= // calc new ends
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+PSXDisplay.DisplayEnd.y=
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+PreviousPSXDisplay.DisplayEnd.x=
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+PreviousPSXDisplay.DisplayEnd.y=
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ChangeDispOffsetsX();
+if(bUp) updateDisplay(); // yeah, real update (swap buffer)
+}
+
+#define GPUwriteStatus_ext GPUwriteStatus_ext // for gpulib to see this
+void GPUwriteStatus_ext(unsigned long gdata)
+{
+switch((gdata>>24)&0xff)
+ {
+ case 0x00:
+ PSXDisplay.Disabled=1;
+ PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
+ drawX=drawY=0;drawW=drawH=0;
+ sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
+ usMirror=0;
+ GlobalTextAddrX=0;GlobalTextAddrY=0;
+ GlobalTextTP=0;GlobalTextABR=0;
+ PSXDisplay.RGB24=FALSE;
+ PSXDisplay.Interlaced=FALSE;
+ bUsingTWin = FALSE;
+ return;
+
+ case 0x03:
+ PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
+ PSXDisplay.Disabled = (gdata & 1);
+
+ if (iOffscreenDrawing==4 &&
+ PreviousPSXDisplay.Disabled &&
+ !(PSXDisplay.Disabled))
+ {
+
+ if(!PSXDisplay.RGB24)
+ {
+ PrepareFullScreenUpload(TRUE);
+ UploadScreen(TRUE);
+ updateDisplay();
+ }
+ }
+ return;
+
+ case 0x05:
+ {
+ short sx=(short)(gdata & 0x3ff);
+ short sy;
+
+ sy = (short)((gdata>>10)&0x3ff); // really: 0x1ff, but we adjust it later
+ if (sy & 0x200)
+ {
+ sy|=0xfc00;
+ PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
+ sy=0;
+ }
+ else PreviousPSXDisplay.DisplayModeNew.y=0;
+
+ if(sx>1000) sx=0;
+
+ if(dwActFixes&8)
+ {
+ if((!PSXDisplay.Interlaced) &&
+ PreviousPSXDisplay.DisplayPosition.x == sx &&
+ PreviousPSXDisplay.DisplayPosition.y == sy)
+ return;
+
+ PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
+ PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.DisplayPosition.x = sx;
+ PreviousPSXDisplay.DisplayPosition.y = sy;
+ }
+ else
+ {
+ if((!PSXDisplay.Interlaced) &&
+ PSXDisplay.DisplayPosition.x == sx &&
+ PSXDisplay.DisplayPosition.y == sy)
+ return;
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
+ PSXDisplay.DisplayPosition.x = sx;
+ PSXDisplay.DisplayPosition.y = sy;
+ }
+
+ PSXDisplay.DisplayEnd.x=
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+ PSXDisplay.DisplayEnd.y=
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ PreviousPSXDisplay.DisplayEnd.x=
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+ PreviousPSXDisplay.DisplayEnd.y=
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ bDisplayNotSet = TRUE;
+
+ if (!(PSXDisplay.Interlaced))
+ {
+ updateDisplay();
+ }
+ else
+ if(PSXDisplay.InterlacedTest &&
+ ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
+ (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
+ PSXDisplay.InterlacedTest--;
+ return;
+ }
+
+ case 0x06:
+ PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
+ PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
+
+ PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
+
+ ChangeDispOffsetsX();
+ return;
+
+ case 0x07:
+ PreviousPSXDisplay.Height = PSXDisplay.Height;
+
+ PSXDisplay.Range.y0=gdata & 0x3ff;
+ PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;
+
+ PSXDisplay.Height = PSXDisplay.Range.y1 -
+ PSXDisplay.Range.y0 +
+ PreviousPSXDisplay.DisplayModeNew.y;
+
+ if (PreviousPSXDisplay.Height != PSXDisplay.Height)
+ {
+ PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
+ ChangeDispOffsetsY();
+ updateDisplayIfChanged();
+ }
+ return;
+
+ case 0x08:
+ PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];
+
+ if (gdata&0x04) PSXDisplay.Double=2;
+ else PSXDisplay.Double=1;
+ PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;
+
+ ChangeDispOffsetsY();
+
+ PSXDisplay.PAL = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
+ PSXDisplay.RGB24New = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
+ PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace
+
+ PreviousPSXDisplay.InterlacedNew=FALSE;
+ if (PSXDisplay.InterlacedNew)
+ {
+ if(!PSXDisplay.Interlaced)
+ {
+ PSXDisplay.InterlacedTest=2;
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.InterlacedNew=TRUE;
+ }
+ }
+ else
+ {
+ PSXDisplay.InterlacedTest=0;
+ }
+ updateDisplayIfChanged();
+ return;
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
+#include <stdint.h>
+
+#include "../gpulib/gpu.c"
+
+static int is_opened;
+
+int renderer_init(void)
+{
+ psxVub=(void *)gpu.vram;
+ psxVuw=(unsigned short *)psxVub;
+
+ PSXDisplay.RGB24 = FALSE; // init some stuff
+ PSXDisplay.Interlaced = FALSE;
+ PSXDisplay.DrawOffset.x = 0;
+ PSXDisplay.DrawOffset.y = 0;
+ PSXDisplay.DisplayMode.x= 320;
+ PSXDisplay.DisplayMode.y= 240;
+ PSXDisplay.Disabled = FALSE;
+ PSXDisplay.Range.x0=0;
+ PSXDisplay.Range.x1=0;
+ PSXDisplay.Double = 1;
+
+ lGPUstatusRet = 0x14802000;
+
+ return 0;
+}
+
+extern const unsigned char cmd_lengths[256];
+
+void do_cmd_list(unsigned int *list, int list_len)
+{
+ unsigned int cmd, len;
+
+ unsigned int *list_end = list + list_len;
+
+ for (; list < list_end; list += 1 + len)
+ {
+ cmd = *list >> 24;
+ len = cmd_lengths[cmd];
+
+ primTableJ[cmd]((void *)list);
+
+ switch(cmd)
+ {
+ case 0x48 ... 0x4F:
+ {
+ uint32_t num_vertexes = 1;
+ uint32_t *list_position = &(list[2]);
+
+ while(1)
+ {
+ if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
+ break;
+
+ list_position++;
+ num_vertexes++;
+ }
+
+ if(num_vertexes > 2)
+ len += (num_vertexes - 2);
+
+ break;
+ }
+
+ case 0x58 ... 0x5F:
+ {
+ uint32_t num_vertexes = 1;
+ uint32_t *list_position = &(list[2]);
+
+ while(1)
+ {
+ if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
+ break;
+
+ list_position += 2;
+ num_vertexes++;
+ }
+
+ if(num_vertexes > 2)
+ len += (num_vertexes - 2) * 2;
+
+ break;
+ }
+
+#ifdef TEST
+ case 0xA0: // sys -> vid
+ {
+ short *slist = (void *)list;
+ uint32_t load_width = slist[4];
+ uint32_t load_height = slist[5];
+ uint32_t load_size = load_width * load_height;
+
+ len += load_size / 2;
+ break;
+ }
+#endif
+ }
+ }
+}
+
+void renderer_sync_ecmds(uint32_t *ecmds)
+{
+ cmdTexturePage((unsigned char *)&ecmds[1]);
+ cmdTextureWindow((unsigned char *)&ecmds[2]);
+ cmdDrawAreaStart((unsigned char *)&ecmds[3]);
+ cmdDrawAreaEnd((unsigned char *)&ecmds[4]);
+ cmdDrawOffset((unsigned char *)&ecmds[5]);
+ cmdSTP((unsigned char *)&ecmds[6]);
+}
+
+void renderer_update_caches(int x, int y, int w, int h)
+{
+ VRAMWrite.x = x;
+ VRAMWrite.y = y;
+ VRAMWrite.Width = w;
+ VRAMWrite.Height = h;
+ if(is_opened)
+ CheckWriteUpdate();
+}
+
+void renderer_flush_queues(void)
+{
+}
+
+void renderer_set_interlace(int enable, int is_odd)
+{
+}
+
+int vout_init(void)
+{
+ return 0;
+}
+
+int vout_finish(void)
+{
+ return 0;
+}
+
+void vout_update(void)
+{
+ if(PSXDisplay.Interlaced) // interlaced mode?
+ {
+ if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
+ {
+ updateDisplay(); // -> swap buffers (new frame)
+ }
+ }
+ else if(bRenderFrontBuffer) // no interlace mode? and some stuff in front has changed?
+ {
+ updateFrontDisplay(); // -> update front buffer
+ }
+}
+
+long GPUopen(void **dpy)
+{
+ iResX = 800; iResY = 480;
+ rRatioRect.left = rRatioRect.top=0;
+ rRatioRect.right = iResX;
+ rRatioRect.bottom = iResY;
+
+ bDisplayNotSet = TRUE;
+ bSetClip = TRUE;
+ CSTEXTURE = CSVERTEX = CSCOLOR = 0;
+
+ InitializeTextureStore(); // init texture mem
+ is_opened = 1;
+
+ return GLinitialize();
+}
+
+long GPUclose(void)
+{
+ is_opened = 0;
+
+ GLcleanup(); // close OGL
+ return 0;
+}
+
+//#include "../../frontend/plugin_lib.h"
+
+static const struct rearmed_cbs *cbs;
+
+/* acting as both renderer and vout handler here .. */
+void renderer_set_config(const struct rearmed_cbs *cbs_)
+{
+ cbs = cbs_;
+
+ iOffscreenDrawing = 0;
+ iZBufferDepth = 0;
+ iFrameReadType = 0;
+ bKeepRatio = TRUE;
+
+ dwActFixes = cbs->gpu_peopsgl.dwActFixes;
+ bDrawDither = cbs->gpu_peopsgl.bDrawDither;
+ iFilterType = cbs->gpu_peopsgl.iFilterType;
+ iFrameTexType = cbs->gpu_peopsgl.iFrameTexType;
+ iUseMask = cbs->gpu_peopsgl.iUseMask;
+ bOpaquePass = cbs->gpu_peopsgl.bOpaquePass;
+ bAdvancedBlend = cbs->gpu_peopsgl.bAdvancedBlend;
+ bUseFastMdec = cbs->gpu_peopsgl.bUseFastMdec;
+ iTexGarbageCollection = cbs->gpu_peopsgl.iTexGarbageCollection;
+ iVRamSize = cbs->gpu_peopsgl.iVRamSize;
+}
+
+void vout_set_config(const struct rearmed_cbs *cbs)
+{
+}
+
+void SetAspectRatio(void)
+{
+ cbs->pl_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
+
+ glScissor(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,rRatioRect.bottom);
+ glViewport(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,rRatioRect.bottom);
+ glError();
+}