--- /dev/null
+/***************************************************************************\r
+ draw.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+\r
+#define _IN_DRAW\r
+\r
+#ifdef _WINDOWS\r
+#include "stdafx.h"\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <math.h>\r
+#include "externals.h"\r
+#include "gpu.h"\r
+#include "draw.h"\r
+#include "prim.h"\r
+#include "texture.h"\r
+#else\r
+#include "gpuExternals.h"\r
+#include "GPUPlugin.h"\r
+#include "gpuDraw.h"\r
+#include "gpuPrim.h"\r
+#include "gpuTexture.h"\r
+#include "gpuStdafx.h"\r
+\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <math.h>\r
+#endif\r
+//#include "menu.h"\r
+ \r
+////////////////////////////////////////////////////////////////////////////////////\r
+// defines\r
+\r
+#define SIGNBIT 0x800\r
+#define S_MASK 0xf000\r
+#define L_MASK 0xfffff000\r
+\r
+// ownscale: some ogl drivers have buggy texture matrix funcs, so it\r
+// is safer to calc sow/tow ourselves\r
+\r
+#ifdef OWNSCALE\r
+\r
+///////////////////////////////////////////////////////////////\r
+\r
+#define ST_FACSPRITE 255.99f\r
+#define ST_BFFACSPRITE 0.5f/256.0f\r
+#define ST_BFFACSPRITESORT 0.333f/256.0f\r
+\r
+#define ST_OFFSET 0.5f/256.0f;\r
+\r
+#define ST_FAC 255.99f\r
+#define ST_BFFAC 0.5f/256.0f\r
+#define ST_BFFACSORT 0.333f/256.0f\r
+\r
+#define ST_FACTRI 255.99f\r
+#define ST_BFFACTRI 0.5f/256.0f\r
+#define ST_BFFACTRISORT 0.333f/256.0f\r
+\r
+#define ST_FACVRAMX 255.0f\r
+#define ST_FACVRAM 256.0f\r
+\r
+///////////////////////////////////////////////////////////////\r
+\r
+#else\r
+\r
+#define ST_BFFACSPRITE 0.5f\r
+#define ST_BFFACSPRITESORT 0.333f\r
+\r
+#define ST_BFFAC 0.5f\r
+#define ST_BFFACSORT 0.333f\r
+\r
+#define ST_BFFACTRI 0.5f\r
+#define ST_BFFACTRISORT 0.333f\r
+\r
+#define ST_OFFSET 0.5f;\r
+ \r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////////////////\r
+// draw globals\r
+\r
+#ifdef _WINDOWS\r
+HDC dcGlobal=NULL;\r
+HWND hWWindow;\r
+#else\r
+void glBlendEquationEXT(GLenum mode);\r
+void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format,GLenum type, const GLvoid *data);\r
+#endif\r
+\r
+// draw globals; most will be initialized again later (by config or checks) \r
+\r
+BOOL bIsFirstFrame=TRUE;\r
+\r
+// resolution/ratio vars\r
+\r
+int iResX;\r
+int iResY;\r
+BOOL bKeepRatio=FALSE;\r
+RECT rRatioRect;\r
+\r
+// psx mask related vars\r
+\r
+BOOL bCheckMask=FALSE;\r
+int iUseMask=0;\r
+int iSetMask=0;\r
+unsigned short sSetMask=0;\r
+unsigned long lSetMask=0;\r
+\r
+// drawing/coord vars\r
+\r
+OGLVertex vertex[4];\r
+GLubyte gl_ux[8];\r
+GLubyte gl_vy[8];\r
+short sprtY,sprtX,sprtH,sprtW;\r
+\r
+// drawing options\r
+\r
+BOOL bOpaquePass;\r
+BOOL bAdvancedBlend;\r
+\r
+// OGL extension support\r
+\r
+\r
+// gfx card buffer infos\r
+\r
+int iDepthFunc=0;\r
+int iZBufferDepth=0;\r
+GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Set OGL pixel format\r
+////////////////////////////////////////////////////////////////////////\r
+ \r
+#ifdef _WINDOWS\r
+BOOL bSetupPixelFormat(HDC hDC)\r
+{\r
+ int pixelformat;\r
+ static PIXELFORMATDESCRIPTOR pfd = \r
+ {\r
+ sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd\r
+ 1, // version number\r
+ PFD_DRAW_TO_WINDOW | // support window\r
+ PFD_SUPPORT_OPENGL | // support OpenGL\r
+ PFD_DOUBLEBUFFER, // double buffered\r
+ PFD_TYPE_RGBA, // RGBA type\r
+ 16, // 16-bit color depth (adjusted later)\r
+ 0, 0, 0, 0, 0, 0, // color bits ignored\r
+ 0, // no alpha buffer\r
+ 0, // shift bit ignored\r
+ 0, // no accumulation buffer\r
+ 0, 0, 0, 0, // accum bits ignored\r
+ 0, // z-buffer \r
+ 0,\r
+ 0, // no auxiliary buffer\r
+ PFD_MAIN_PLANE, // main layer\r
+ 0, // reserved\r
+ 0, 0, 0 // layer masks ignored\r
+ };\r
+ \r
+ pfd.cColorBits=iColDepth; // set user color depth\r
+ pfd.cDepthBits=iZBufferDepth; // set user zbuffer (by psx mask)\r
+\r
+ if((pixelformat=ChoosePixelFormat(hDC,&pfd))==0) \r
+ {\r
+ MessageBox(NULL,"ChoosePixelFormat failed","Error",MB_OK);\r
+ return FALSE;\r
+ }\r
+\r
+ if(SetPixelFormat(hDC,pixelformat, &pfd)==FALSE)\r
+ {\r
+ MessageBox(NULL,"SetPixelFormat failed","Error",MB_OK);\r
+ return FALSE;\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Get extension infos (f.e. pal textures / packed pixels)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void GetExtInfos(void) \r
+{\r
+ BOOL bPacked=FALSE; // default: no packed pixel support\r
+\r
+ if(strstr((s8 *)glGetString(GL_EXTENSIONS), // packed pixels available?\r
+ "GL_EXT_packed_pixels")) \r
+ bPacked=TRUE; // -> ok\r
+\r
+ \r
+ #ifdef _WINDOWS\r
+ iClampType=GL_CLAMP;\r
+#else\r
+ iClampType=GL_CLAMP_TO_EDGE;\r
+#endif\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Setup some stuff depending on user settings or in-game toggle\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetExtGLFuncs(void)\r
+{\r
+ //----------------------------------------------------//\r
+\r
+ SetFixes(); // update fix infos\r
+\r
+ //----------------------------------------------------//\r
+\r
+ {\r
+ if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes\r
+ else bUseMultiPass=FALSE; // -> or simple 'bright color' mode\r
+// bGLBlend=FALSE; // -> no ext blending!\r
+\r
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); \r
+ }\r
+\r
+ if(bOpaquePass) // opaque mode?\r
+ {\r
+ if(dwActFixes&32) \r
+ {\r
+ TCF[0]=CP8RGBA_0;\r
+ PalTexturedColourFn=CP8RGBA; // -> init col func\r
+ }\r
+ else\r
+ {\r
+ TCF[0]=XP8RGBA_0;\r
+ PalTexturedColourFn=XP8RGBA; // -> init col func\r
+ }\r
+\r
+ TCF[1]=XP8RGBA_1;\r
+ glAlphaFuncx(GL_GREATER,0.49f);\r
+ }\r
+ else // no opaque mode?\r
+ {\r
+ TCF[0]=TCF[1]=P8RGBA;\r
+ PalTexturedColourFn=P8RGBA; // -> init col func\r
+ glAlphaFuncx(GL_NOTEQUAL,0); // --> set alpha func\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+\r
+ LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr\r
+\r
+ bBlendEnable=FALSE; // init blending: off\r
+ glDisable(GL_BLEND);\r
+\r
+ SetScanTrans(); // init scan lines (if wanted)\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// setup scan lines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define R_TSP 0x00,0x45,0x00,0xff\r
+#define G_TSP 0x00,0x00,0x45,0xff\r
+#define B_TSP 0x45,0x00,0x00,0xff\r
+#define O_TSP 0x45,0x45,0x45,0xff\r
+#define N_TSP 0x00,0x00,0x00,0xff\r
+\r
+GLuint gTexScanName=0;\r
+\r
+GLubyte texscan[4][16]= \r
+{\r
+{R_TSP, G_TSP, B_TSP, N_TSP},\r
+{O_TSP, N_TSP, O_TSP, N_TSP},\r
+{B_TSP, N_TSP, R_TSP, G_TSP},\r
+{O_TSP, N_TSP, O_TSP, N_TSP}\r
+};\r
+\r
+void CreateScanLines(void)\r
+{\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Initialize OGL\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS \r
+HGLRC GLCONTEXT=NULL;\r
+#endif\r
+\r
+#ifdef MAEMO_CHANGES\r
+bool TestEGLError(const char* pszLocation)\r
+{\r
+ /*\r
+ eglGetError returns the last error that has happened using egl,\r
+ not the status of the last called function. The user has to\r
+ check after every single egl call or at least once every frame.\r
+ */\r
+ EGLint iErr = eglGetError();\r
+ if (iErr != EGL_SUCCESS)\r
+ {\r
+ printf("%s failed (%d).\n", pszLocation, iErr);\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+void maemoGLinit(){\r
+ iResX= 800;\r
+ iResY =480;\r
+\r
+ \r
+ printf ("maemo GL init\n");\r
+ long int winxid=GDK_WINDOW_XID(GTK_WIDGET(windowG)->window);\r
+ printf ("%d\n",winxid);\r
+ \r
+ EGLContext context = 0;\r
+ EGLConfig eglConfig = 0;\r
+ EGLContext eglContext = 0;\r
+ display = eglGetDisplay( EGL_DEFAULT_DISPLAY );\r
+ \r
+ if( eglInitialize( display, NULL, NULL ) == EGL_FALSE )\r
+ { \r
+ printf( "EGL Initialize failed!\n" );\r
+ \r
+ }\r
+\r
+const EGLint attributeList[] = { \r
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT, \r
+ /*EGL_BUFFER_SIZE, 32, */\r
+ EGL_NONE \r
+ };\r
+ \r
+ EGLint pi32ConfigAttribs[5];\r
+ pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;\r
+ pi32ConfigAttribs[1] = EGL_WINDOW_BIT;\r
+ pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;\r
+ pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT; \r
+ pi32ConfigAttribs[4] = EGL_NONE;\r
+\r
+ EGLint pi32ContextAttribs[3];\r
+ pi32ContextAttribs[0] = EGL_CONTEXT_CLIENT_VERSION;\r
+ pi32ContextAttribs[1] = 2;\r
+ pi32ContextAttribs[2] = EGL_NONE;\r
+\r
+ int iConfigs;\r
+ if (!eglChooseConfig(display, attributeList, &eglConfig, 1, &iConfigs) || (iConfigs != 1))\r
+ {\r
+ printf("Error: eglChooseConfig() failed.\n");\r
+ }\r
+ printf ("%d\n",iConfigs);\r
+ surface = eglCreateWindowSurface(display, eglConfig, (void*)winxid, NULL);\r
+ printf ("%d\n",surface);\r
+ if (!TestEGLError("eglCreateWindowSurface"))\r
+ {\r
+ printf ("eglCreateWindowSurface fail");\r
+ }\r
+\r
+ //context = eglCreateContext(display, eglConfig, NULL, pi32ContextAttribs);\r
+ context =eglCreateContext( display, eglConfig,\r
+ EGL_NO_CONTEXT, NULL \r
+ );\r
+printf ("%d\n",context);\r
+ if (!TestEGLError("eglCreateContext"))\r
+ {\r
+ printf("error eglCreateContext");\r
+ }\r
+\r
+ eglMakeCurrent(display, surface, surface, context);\r
+\r
+ if (!TestEGLError("eglMakeCurrent"))\r
+ {\r
+ printf("error eglMakeCurrent");\r
+ }\r
+}\r
+#endif\r
+\r
+int GLinitialize() \r
+{\r
+ //----------------------------------------------------// \r
+#ifdef _WINDOWS\r
+ HGLRC objectRC;\r
+ // init\r
+ dcGlobal = GetDC(hWWindow); // FIRST: dc/rc stuff\r
+ objectRC = wglCreateContext(dcGlobal); \r
+ GLCONTEXT=objectRC;\r
+ wglMakeCurrent(dcGlobal, objectRC);\r
+ // CheckWGLExtensions(dcGlobal);\r
+ if(bWindowMode) ReleaseDC(hWWindow,dcGlobal); // win mode: release dc again\r
+#endif\r
+#ifdef MAEMO_CHANGES\r
+ maemoGLinit();\r
+#endif\r
+ //----------------------------------------------------// \r
+\r
+ glViewport(rRatioRect.left, // init viewport by ratio rect\r
+ iResY-(rRatioRect.top+rRatioRect.bottom),\r
+ rRatioRect.right, \r
+ rRatioRect.bottom); \r
+ \r
+ glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)\r
+ glEnable(GL_SCISSOR_TEST); \r
+\r
+#ifndef OWNSCALE\r
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"\r
+ glLoadIdentity();\r
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack\r
+#endif \r
+\r
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution\r
+ glLoadIdentity();\r
+ glOrtho(0,PSXDisplay.DisplayMode.x,\r
+ PSXDisplay.DisplayMode.y, 0, -1, 1);\r
+\r
+ if(iZBufferDepth) // zbuffer?\r
+ {\r
+ uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;\r
+ glEnable(GL_DEPTH_TEST); \r
+ glDepthFunc(GL_ALWAYS);\r
+ iDepthFunc=1;\r
+ }\r
+ else // no zbuffer?\r
+ {\r
+ uiBufferBits=GL_COLOR_BUFFER_BIT;\r
+ glDisable(GL_DEPTH_TEST);\r
+ }\r
+\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear\r
+ glClear(uiBufferBits);\r
+\r
+ GetExtInfos(); // get ext infos\r
+ SetExtGLFuncs(); // init all kind of stuff (tex function pointers)\r
+ \r
+ glEnable(GL_ALPHA_TEST); // wanna alpha test\r
+\r
+ {\r
+ glDisable(GL_LINE_SMOOTH);\r
+ glDisable(GL_POINT_SMOOTH);\r
+ }\r
+\r
+ ubGloAlpha=127; // init some drawing vars\r
+ ubGloColAlpha=127;\r
+ TWin.UScaleFactor = 1;\r
+ TWin.VScaleFactor = 1;\r
+ bDrawMultiPass=FALSE;\r
+ bTexEnabled=FALSE;\r
+ bUsingTWin=FALSE;\r
+ \r
+ if(bDrawDither) glEnable(GL_DITHER); // dither mode\r
+ else glDisable(GL_DITHER); \r
+\r
+ glDisable(GL_FOG); // turn all (currently) unused modes off\r
+ glDisable(GL_LIGHTING); \r
+ glDisable(GL_STENCIL_TEST); \r
+ glDisable(GL_TEXTURE_2D);\r
+ glDisable(GL_CULL_FACE);\r
+\r
+ glFlush(); // we are done...\r
+ glFinish(); \r
+\r
+ CreateScanLines(); // setup scanline stuff (if wanted)\r
+\r
+ CheckTextureMemory(); // check available tex memory\r
+\r
+ if(bKeepRatio) SetAspectRatio(); // set ratio\r
+\r
+ \r
+ bIsFirstFrame = FALSE; // we have survived the first frame :)\r
+\r
+ return 0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// clean up OGL stuff\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void GLcleanup() \r
+{ \r
+ CleanupTextureStore(); // bye textures\r
+\r
+#ifdef _WINDOWS \r
+ wglMakeCurrent(NULL, NULL); // bye context\r
+ if(GLCONTEXT) wglDeleteContext(GLCONTEXT);\r
+ if(!bWindowMode && dcGlobal) \r
+ ReleaseDC(hWWindow,dcGlobal);\r
+#endif\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Offset stuff\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+// please note: it is hardly do-able in a hw/accel plugin to get the \r
+// real psx polygon coord mapping right... the following\r
+// works not to bad with many games, though\r
+\r
+__inline BOOL CheckCoord4()\r
+{\r
+ if(lx0<0)\r
+ {\r
+ if(((lx1-lx0)>CHKMAX_X) ||\r
+ ((lx2-lx0)>CHKMAX_X)) \r
+ {\r
+ if(lx3<0)\r
+ {\r
+ if((lx1-lx3)>CHKMAX_X) return TRUE;\r
+ if((lx2-lx3)>CHKMAX_X) return TRUE;\r
+ }\r
+ }\r
+ }\r
+ if(lx1<0)\r
+ {\r
+ if((lx0-lx1)>CHKMAX_X) return TRUE;\r
+ if((lx2-lx1)>CHKMAX_X) return TRUE;\r
+ if((lx3-lx1)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(lx2<0)\r
+ {\r
+ if((lx0-lx2)>CHKMAX_X) return TRUE;\r
+ if((lx1-lx2)>CHKMAX_X) return TRUE;\r
+ if((lx3-lx2)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(lx3<0)\r
+ {\r
+ if(((lx1-lx3)>CHKMAX_X) ||\r
+ ((lx2-lx3)>CHKMAX_X))\r
+ {\r
+ if(lx0<0)\r
+ {\r
+ if((lx1-lx0)>CHKMAX_X) return TRUE;\r
+ if((lx2-lx0)>CHKMAX_X) return TRUE;\r
+ }\r
+ }\r
+ }\r
+ \r
+\r
+ if(ly0<0)\r
+ {\r
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly1<0)\r
+ {\r
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;\r
+ if((ly3-ly1)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly2<0)\r
+ {\r
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;\r
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;\r
+ if((ly3-ly2)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly3<0)\r
+ {\r
+ if((ly1-ly3)>CHKMAX_Y) return TRUE;\r
+ if((ly2-ly3)>CHKMAX_Y) return TRUE;\r
+ }\r
+\r
+ return FALSE;\r
+}\r
+\r
+__inline BOOL CheckCoord3()\r
+{\r
+ if(lx0<0)\r
+ {\r
+ if((lx1-lx0)>CHKMAX_X) return TRUE;\r
+ if((lx2-lx0)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(lx1<0)\r
+ {\r
+ if((lx0-lx1)>CHKMAX_X) return TRUE;\r
+ if((lx2-lx1)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(lx2<0)\r
+ {\r
+ if((lx0-lx2)>CHKMAX_X) return TRUE;\r
+ if((lx1-lx2)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(ly0<0)\r
+ {\r
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly1<0)\r
+ {\r
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly2<0)\r
+ {\r
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;\r
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;\r
+ }\r
+\r
+ return FALSE;\r
+}\r
+\r
+\r
+__inline BOOL CheckCoord2()\r
+{\r
+ if(lx0<0)\r
+ {\r
+ if((lx1-lx0)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(lx1<0)\r
+ {\r
+ if((lx0-lx1)>CHKMAX_X) return TRUE;\r
+ }\r
+ if(ly0<0)\r
+ {\r
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
+ }\r
+ if(ly1<0)\r
+ {\r
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
+ }\r
+\r
+ return FALSE;\r
+}\r
+\r
+// Pete's way: a very easy (and hopefully fast) approach for lines\r
+// without sqrt... using a small float -> short cast trick :)\r
+\r
+#define VERTEX_OFFX 0.2f\r
+#define VERTEX_OFFY 0.2f\r
+\r
+BOOL offsetline(void) \r
+{\r
+ short x0,x1,y0,y1,dx,dy;float px,py;\r
+\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(!(dwActFixes&16))\r
+ {\r
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
+\r
+ if(CheckCoord2()) return TRUE;\r
+ }\r
+\r
+ x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;\r
+ x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;\r
+ y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;\r
+ y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;\r
+ \r
+ dx=x1-x0;\r
+ dy=y1-y0;\r
+ \r
+ if(dx>=0)\r
+ {\r
+ if(dy>=0)\r
+ {\r
+ px=0.5f;\r
+ if(dx>dy) py=-0.5f;\r
+ else if(dx<dy) py= 0.5f;\r
+ else py= 0.0f;\r
+ }\r
+ else\r
+ {\r
+ py=-0.5f;\r
+ dy=-dy;\r
+ if(dx>dy) px= 0.5f;\r
+ else if(dx<dy) px=-0.5f;\r
+ else px= 0.0f;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if(dy>=0)\r
+ {\r
+ py=0.5f;\r
+ dx=-dx;\r
+ if(dx>dy) px=-0.5f;\r
+ else if(dx<dy) px= 0.5f;\r
+ else px= 0.0f;\r
+ }\r
+ else\r
+ {\r
+ px=-0.5f;\r
+ if(dx>dy) py=-0.5f;\r
+ else if(dx<dy) py= 0.5f;\r
+ else py= 0.0f;\r
+ }\r
+ } \r
+ \r
+ vertex[0].x=(short)((float)x0-px);\r
+ vertex[3].x=(short)((float)x0+py);\r
+ \r
+ vertex[0].y=(short)((float)y0-py);\r
+ vertex[3].y=(short)((float)y0-px);\r
+ \r
+ vertex[1].x=(short)((float)x1-py);\r
+ vertex[2].x=(short)((float)x1+px);\r
+\r
+ vertex[1].y=(short)((float)y1+px);\r
+ vertex[2].y=(short)((float)y1+py);\r
+\r
+ if(vertex[0].x==vertex[3].x && // ortho rect? done\r
+ vertex[1].x==vertex[2].x &&\r
+ vertex[0].y==vertex[1].y &&\r
+ vertex[2].y==vertex[3].y) return FALSE;\r
+ if(vertex[0].x==vertex[1].x &&\r
+ vertex[2].x==vertex[3].x &&\r
+ vertex[0].y==vertex[3].y &&\r
+ vertex[1].y==vertex[2].y) return FALSE;\r
+\r
+ vertex[0].x-=VERTEX_OFFX; // otherwise a small offset\r
+ vertex[0].y-=VERTEX_OFFY; // to get better accuracy\r
+ vertex[1].x-=VERTEX_OFFX;\r
+ vertex[1].y-=VERTEX_OFFY;\r
+ vertex[2].x-=VERTEX_OFFX;\r
+ vertex[2].y-=VERTEX_OFFY;\r
+ vertex[3].x-=VERTEX_OFFX;\r
+ vertex[3].y-=VERTEX_OFFY;\r
+\r
+ return FALSE;\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+BOOL offset2(void)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(!(dwActFixes&16))\r
+ {\r
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
+\r
+ if(CheckCoord2()) return TRUE;\r
+ }\r
+\r
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
+\r
+ return FALSE;\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+BOOL offset3(void)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(!(dwActFixes&16))\r
+ {\r
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r
+\r
+ if(CheckCoord3()) return TRUE;\r
+ }\r
+\r
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
+\r
+ return FALSE;\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+BOOL offset4(void)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(!(dwActFixes&16))\r
+ {\r
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r
+ lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);\r
+\r
+ if(CheckCoord4()) return TRUE;\r
+ }\r
+\r
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r
+\r
+ return FALSE;\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+void offsetST(void)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(!(dwActFixes&16))\r
+ {\r
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
+\r
+ if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)\r
+ lx0+=2048;\r
+\r
+ if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)\r
+ ly0+=2048;\r
+ }\r
+\r
+ ly1 = ly0;\r
+ ly2 = ly3 = ly0+sprtH;\r
+ lx3 = lx0;\r
+ lx1 = lx2 = lx0+sprtW;\r
+\r
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+void offsetScreenUpload(long Position)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+\r
+ if(Position==-1)\r
+ {\r
+ long lmdx,lmdy;\r
+\r
+ lmdx=xrUploadArea.x0;\r
+ lmdy=xrUploadArea.y0;\r
+\r
+ lx0-=lmdx;\r
+ ly0-=lmdy;\r
+ lx1-=lmdx;\r
+ ly1-=lmdy;\r
+ lx2-=lmdx;\r
+ ly2-=lmdy;\r
+ lx3-=lmdx;\r
+ ly3-=lmdy;\r
+ }\r
+ else\r
+ if(Position)\r
+ {\r
+ lx0-=PSXDisplay.DisplayPosition.x;\r
+ ly0-=PSXDisplay.DisplayPosition.y;\r
+ lx1-=PSXDisplay.DisplayPosition.x;\r
+ ly1-=PSXDisplay.DisplayPosition.y;\r
+ lx2-=PSXDisplay.DisplayPosition.x;\r
+ ly2-=PSXDisplay.DisplayPosition.y;\r
+ lx3-=PSXDisplay.DisplayPosition.x;\r
+ ly3-=PSXDisplay.DisplayPosition.y;\r
+ }\r
+ else\r
+ {\r
+ lx0-=PreviousPSXDisplay.DisplayPosition.x;\r
+ ly0-=PreviousPSXDisplay.DisplayPosition.y;\r
+ lx1-=PreviousPSXDisplay.DisplayPosition.x;\r
+ ly1-=PreviousPSXDisplay.DisplayPosition.y;\r
+ lx2-=PreviousPSXDisplay.DisplayPosition.x;\r
+ ly2-=PreviousPSXDisplay.DisplayPosition.y;\r
+ lx3-=PreviousPSXDisplay.DisplayPosition.x;\r
+ ly3-=PreviousPSXDisplay.DisplayPosition.y;\r
+ }\r
+\r
+ vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;\r
+ vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;\r
+ vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;\r
+ vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;\r
+ vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;\r
+ vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;\r
+ vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;\r
+ vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;\r
+\r
+ if(iUseMask)\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+}\r
+ \r
+///////////////////////////////////////////////////////// \r
+\r
+void offsetBlk(void)\r
+{\r
+ if(bDisplayNotSet)\r
+ SetOGLDisplaySettings(1);\r
+ \r
+ vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
+ vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
+ vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
+ vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
+ vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
+ vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
+ vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
+ vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
+\r
+ if(iUseMask)\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// texture sow/tow calculations\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void assignTextureVRAMWrite(void)\r
+{\r
+#ifdef OWNSCALE\r
+\r
+ vertex[0].sow=0.5f/ ST_FACVRAMX;\r
+ vertex[0].tow=0.5f/ ST_FACVRAM;\r
+\r
+ vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;\r
+ vertex[1].tow=0.5f/ ST_FACVRAM;\r
+\r
+ vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;\r
+ vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;\r
+\r
+ vertex[3].sow=0.5f/ ST_FACVRAMX;\r
+ vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;\r
+\r
+#else\r
+\r
+ if(gl_ux[1]==255)\r
+ {\r
+ vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;\r
+ vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;\r
+ vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;\r
+ vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;\r
+ }\r
+ else\r
+ {\r
+ vertex[0].sow=gl_ux[0];\r
+ vertex[1].sow=gl_ux[1];\r
+ vertex[2].sow=gl_ux[2];\r
+ vertex[3].sow=gl_ux[3];\r
+ }\r
+\r
+ vertex[0].tow=gl_vy[0];\r
+ vertex[1].tow=gl_vy[1];\r
+ vertex[2].tow=gl_vy[2];\r
+ vertex[3].tow=gl_vy[3];\r
+\r
+#endif\r
+}\r
+\r
+GLuint gLastTex=0;\r
+GLuint gLastFMode=(GLuint)-1;\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+void assignTextureSprite(void)\r
+{\r
+ if(bUsingTWin)\r
+ {\r
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;\r
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;\r
+ gLastTex=gTexName;\r
+ }\r
+ else\r
+ {\r
+#ifdef OWNSCALE\r
+\r
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;\r
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;\r
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;\r
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;\r
+\r
+#else\r
+ \r
+ vertex[0].sow=vertex[3].sow=gl_ux[0];\r
+ vertex[1].sow=vertex[2].sow=sSprite_ux2;\r
+ vertex[0].tow=vertex[1].tow=gl_vy[0];\r
+ vertex[2].tow=vertex[3].tow=sSprite_vy2;\r
+\r
+#endif\r
+\r
+ if(iFilterType>2) \r
+ {\r
+ if(gLastTex!=gTexName || gLastFMode!=0)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ gLastTex=gTexName;gLastFMode=0;\r
+ }\r
+ }\r
+ }\r
+\r
+ if(usMirror & 0x1000) \r
+ {\r
+ vertex[0].sow=vertex[1].sow;\r
+ vertex[1].sow=vertex[2].sow=vertex[3].sow;\r
+ vertex[3].sow=vertex[0].sow;\r
+ }\r
+\r
+ if(usMirror & 0x2000) \r
+ {\r
+ vertex[0].tow=vertex[3].tow;\r
+ vertex[2].tow=vertex[3].tow=vertex[1].tow;\r
+ vertex[1].tow=vertex[0].tow;\r
+ }\r
+\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+void assignTexture3(void)\r
+{\r
+ if(bUsingTWin)\r
+ {\r
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r
+ gLastTex=gTexName;\r
+ }\r
+ else\r
+ {\r
+#ifdef OWNSCALE\r
+ vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;\r
+ vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;\r
+ vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;\r
+\r
+ vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;\r
+ vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;\r
+ vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;\r
+#else\r
+ vertex[0].sow=gl_ux[0];\r
+ vertex[0].tow=gl_vy[0];\r
+ vertex[1].sow=gl_ux[1];\r
+ vertex[1].tow=gl_vy[1];\r
+ vertex[2].sow=gl_ux[2];\r
+ vertex[2].tow=gl_vy[2];\r
+#endif\r
+\r
+ if(iFilterType>2) \r
+ {\r
+ if(gLastTex!=gTexName || gLastFMode!=1)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ gLastTex=gTexName;gLastFMode=1;\r
+ }\r
+ }\r
+\r
+ if(iFilterType) \r
+ {\r
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r
+ for(i=0;i<3;i++)\r
+ {\r
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r
+ }\r
+\r
+ for(i=0;i<3;i++)\r
+ {\r
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+void assignTexture4(void)\r
+{\r
+ if(bUsingTWin)\r
+ {\r
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r
+ vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;\r
+ vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;\r
+ gLastTex=gTexName;\r
+ }\r
+ else\r
+ {\r
+#ifdef OWNSCALE\r
+ vertex[0].sow=(float)gl_ux[0] / ST_FAC;\r
+ vertex[0].tow=(float)gl_vy[0] / ST_FAC;\r
+ vertex[1].sow=(float)gl_ux[1] / ST_FAC;\r
+ vertex[1].tow=(float)gl_vy[1] / ST_FAC;\r
+ vertex[2].sow=(float)gl_ux[2] / ST_FAC;\r
+ vertex[2].tow=(float)gl_vy[2] / ST_FAC;\r
+ vertex[3].sow=(float)gl_ux[3] / ST_FAC;\r
+ vertex[3].tow=(float)gl_vy[3] / ST_FAC;\r
+#else\r
+ vertex[0].sow=gl_ux[0];\r
+ vertex[0].tow=gl_vy[0];\r
+ vertex[1].sow=gl_ux[1];\r
+ vertex[1].tow=gl_vy[1];\r
+ vertex[2].sow=gl_ux[2];\r
+ vertex[2].tow=gl_vy[2];\r
+ vertex[3].sow=gl_ux[3];\r
+ vertex[3].tow=gl_vy[3];\r
+#endif\r
+\r
+ if(iFilterType>2) \r
+ {\r
+ if(gLastTex!=gTexName || gLastFMode!=1)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ gLastTex=gTexName;gLastFMode=1;\r
+ }\r
+ }\r
+\r
+ if(iFilterType) \r
+ {\r
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r
+ for(i=0;i<4;i++)\r
+ {\r
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r
+ }\r
+\r
+ for(i=0;i<4;i++)\r
+ {\r
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// render pos / buffers\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifndef _WINDOWS\r
+#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// SetDisplaySettings: "simply" calcs the new drawing area and updates\r
+// the ogl clipping (scissor) \r
+\r
+BOOL bSetClip=FALSE;\r
+\r
+void SetOGLDisplaySettings(BOOL DisplaySet)\r
+{\r
+ static RECT rprev={0,0,0,0};\r
+ static RECT rC ={0,0,0,0};\r
+ static int iOldX=0;\r
+ static int iOldY=0;\r
+ RECT r;float XS,YS;\r
+\r
+ bDisplayNotSet = FALSE;\r
+\r
+ //----------------------------------------------------// that's a whole screen upload\r
+ if(!DisplaySet)\r
+ {\r
+ RECT rX;\r
+ PSXDisplay.GDrawOffset.x=0;\r
+ PSXDisplay.GDrawOffset.y=0;\r
+\r
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;\r
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;\r
+\r
+ rprev.left=rprev.left+1;\r
+\r
+ rX=rRatioRect;\r
+ rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);\r
+\r
+ if(bSetClip || !EqualRect(&rC,&rX))\r
+ {\r
+ rC=rX;\r
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+ bSetClip=FALSE; \r
+ }\r
+ return;\r
+ }\r
+ //----------------------------------------------------// \r
+\r
+ PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;\r
+ PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;\r
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;\r
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;\r
+\r
+ r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;\r
+ r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;\r
+\r
+ if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)\r
+ {\r
+ r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;\r
+ r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;\r
+ }\r
+\r
+ r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;\r
+ r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;\r
+\r
+ if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)\r
+ {\r
+ r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;\r
+ r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;\r
+ }\r
+\r
+ if(!bSetClip && EqualRect(&r,&rprev) &&\r
+ iOldX == PSXDisplay.DisplayMode.x &&\r
+ iOldY == PSXDisplay.DisplayMode.y)\r
+ return;\r
+\r
+ rprev = r;\r
+ iOldX = PSXDisplay.DisplayMode.x;\r
+ iOldY = PSXDisplay.DisplayMode.y;\r
+\r
+ XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;\r
+ YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;\r
+\r
+ if(PreviousPSXDisplay.Range.x0)\r
+ {\r
+ short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;\r
+\r
+ r.left+=PreviousPSXDisplay.Range.x0+1;\r
+\r
+ r.right+=PreviousPSXDisplay.Range.x0;\r
+\r
+ if(r.left>s) r.left=s;\r
+ if(r.right>s) r.right=s;\r
+ }\r
+\r
+ if(PreviousPSXDisplay.Range.y0)\r
+ {\r
+ short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;\r
+\r
+ r.top+=PreviousPSXDisplay.Range.y0+1;\r
+ r.bottom+=PreviousPSXDisplay.Range.y0;\r
+\r
+ if(r.top>s) r.top=s;\r
+ if(r.bottom>s) r.bottom=s;\r
+ }\r
+\r
+ // Set the ClipArea variables to reflect the new screen,\r
+ // offset from zero (since it is a new display buffer)\r
+ r.left = (int)(((float)(r.left)) *XS);\r
+ r.top = (int)(((float)(r.top)) *YS);\r
+ r.right = (int)(((float)(r.right + 1))*XS);\r
+ r.bottom = (int)(((float)(r.bottom + 1))*YS);\r
+\r
+ // Limit clip area to the screen size\r
+ if (r.left > iResX) r.left = iResX;\r
+ if (r.left < 0) r.left = 0;\r
+ if (r.top > iResY) r.top = iResY;\r
+ if (r.top < 0) r.top = 0;\r
+ if (r.right > iResX) r.right = iResX;\r
+ if (r.right < 0) r.right = 0;\r
+ if (r.bottom > iResY) r.bottom = iResY;\r
+ if (r.bottom < 0) r.bottom = 0;\r
+\r
+ r.right -=r.left;\r
+ r.bottom-=r.top;\r
+ r.top=iResY-(r.top+r.bottom);\r
+\r
+ r.left+=rRatioRect.left;\r
+ r.top -=rRatioRect.top;\r
+\r
+ if(bSetClip || !EqualRect(&r,&rC))\r
+ {\r
+ glScissor(r.left,r.top,r.right,r.bottom);\r
+ rC=r;\r
+ bSetClip=FALSE;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
--- /dev/null
+/***************************************************************************\r
+ draw.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifndef _GL_DRAW_H_\r
+#define _GL_DRAW_H_\r
+\r
+\r
+#ifdef __cplusplus\r
+\r
+extern "C" {\r
+#endif\r
+ \r
+#include "minimal.h"\r
+#include <gdk/gdkx.h>\r
+\r
+// internally used defines\r
+\r
+#define GPUCOMMAND(x) ((x>>24) & 0xff)\r
+#define RED(x) (x & 0xff)\r
+#define BLUE(x) ((x>>16) & 0xff)\r
+#define GREEN(x) ((x>>8) & 0xff)\r
+#define COLOR(x) (x & 0xffffff)\r
+\r
+// prototypes\r
+\r
+#ifdef _WINDOWS\r
+BOOL bSetupPixelFormat(HDC hDC);\r
+#endif\r
+\r
+int GLinitialize();\r
+void GLcleanup();\r
+#ifdef _WINDOWS\r
+BOOL offset2(void);\r
+BOOL offset3(void);\r
+BOOL offset4(void);\r
+BOOL offsetline(void);\r
+#else\r
+unsigned short offset2(void);\r
+unsigned short offset3(void);\r
+unsigned short offset4(void);\r
+unsigned short offsetline(void);\r
+#endif\r
+void offsetST(void);\r
+void offsetBlk(void);\r
+void offsetScreenUpload(long Position);\r
+void assignTexture3(void);\r
+void assignTexture4(void);\r
+void assignTextureSprite(void);\r
+void assignTextureVRAMWrite(void);\r
+void SetOGLDisplaySettings (unsigned short DisplaySet);\r
+void ReadConfig(void);\r
+void WriteConfig(void);\r
+void SetExtGLFuncs(void);\r
+///////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+#endif // _GL_DRAW_H_\r
--- /dev/null
+/***************************************************************************\r
+ external.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#ifndef __GPU_EX__\r
+#define __GPU_EX__\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif\r
+#define _GPU_API_\r
+#ifndef _WINDOWS\r
+#ifdef __NANOGL__\r
+#include <gl/gl.h>\r
+#include <gl/egl.h>\r
+#else\r
+#ifdef SOFT_LINKAGE\r
+#pragma softfp_linkage\r
+#endif\r
+#include <gles/gl.h> // for opengl es types \r
+#ifdef SOFT_LINKAGE\r
+#pragma no_softfp_linkage\r
+#endif\r
+#endif\r
+#endif\r
+\r
+#ifdef MAEMO_CHANGES\r
+ #include "../psxCommon.h"\r
+#else\r
+ #include "psxCommon.h"\r
+#endif\r
+\r
+#ifdef __NANOGL__\r
+#define glTexParameteri(x,y,z) glTexParameterf(x,y,z) \r
+#define glAlphaFuncx(x,y) glAlphaFunc(x,y) \r
+#ifndef APIENTRY\r
+#define APIENTRY\r
+#endif\r
+extern void ( APIENTRY * glPixelStorei )(GLenum pname, GLint param);\r
+#endif\r
+\r
+\r
+#define MIRROR_TEST 1\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#define SCISSOR_TEST 1\r
+ \r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+// for own sow/tow scaling\r
+#define OWNSCALE 1\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#define CLUTUSED 0x80000000\r
+//glColor4ubv(x.c.col)\r
+#define SETCOL(x) if(x.c.lcol!=ulOLDCOL) {ulOLDCOL=x.c.lcol;glColor4ub(x.c.col[0],x.c.col[1],x.c.col[2],x.c.col[3]);} \r
+//#define SETPCOL(x) if(x->c.lcol!=ulOLDCOL) {ulOLDCOL=x->c.lcol;glColor4ub(x->c.col[0],x->c.col[1],x->c.col[2],x->c.col[3]);}\r
+\r
+#define INFO_TW 0\r
+#define INFO_DRAWSTART 1\r
+#define INFO_DRAWEND 2\r
+#define INFO_DRAWOFF 3\r
+\r
+#define SIGNSHIFT 21\r
+#define CHKMAX_X 1024\r
+#define CHKMAX_Y 512\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+// GPU STATUS REGISTER bit values (c) Lewpy\r
+\r
+#define DR_NORMAL 0\r
+#define DR_VRAMTRANSFER 1\r
+\r
+#define GPUSTATUS_ODDLINES 0x80000000\r
+#define GPUSTATUS_DMABITS 0x60000000 // Two bits\r
+#define GPUSTATUS_READYFORCOMMANDS 0x10000000\r
+#define GPUSTATUS_READYFORVRAM 0x08000000\r
+#define GPUSTATUS_IDLE 0x04000000\r
+#define GPUSTATUS_DISPLAYDISABLED 0x00800000\r
+#define GPUSTATUS_INTERLACED 0x00400000\r
+#define GPUSTATUS_RGB24 0x00200000\r
+#define GPUSTATUS_PAL 0x00100000\r
+#define GPUSTATUS_DOUBLEHEIGHT 0x00080000\r
+#define GPUSTATUS_WIDTHBITS 0x00070000 // Three bits\r
+#define GPUSTATUS_MASKENABLED 0x00001000\r
+#define GPUSTATUS_MASKDRAWN 0x00000800\r
+#define GPUSTATUS_DRAWINGALLOWED 0x00000400\r
+#define GPUSTATUS_DITHER 0x00000200\r
+\r
+#define STATUSREG lGPUstatusRet\r
+\r
+#define GPUIsBusy (STATUSREG &= ~GPUSTATUS_IDLE)\r
+#define GPUIsIdle (STATUSREG |= GPUSTATUS_IDLE)\r
+\r
+#define GPUIsNotReadyForCommands (STATUSREG &= ~GPUSTATUS_READYFORCOMMANDS)\r
+#define GPUIsReadyForCommands (STATUSREG |= GPUSTATUS_READYFORCOMMANDS)\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#define KEY_RESETTEXSTORE 1\r
+#define KEY_SHOWFPS 2\r
+#define KEY_RESETOPAQUE 4\r
+#define KEY_RESETDITHER 8\r
+#define KEY_RESETFILTER 16\r
+#define KEY_RESETADVBLEND 32\r
+#define KEY_BLACKWHITE 64\r
+#define KEY_TOGGLEFBTEXTURE 128\r
+#define KEY_STEPDOWN 256\r
+#define KEY_TOGGLEFBREAD 512\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// Linux is missing some stuff, eh? ;)\r
+\r
+#ifndef _WINDOWS\r
+#ifndef FALSE\r
+#define FALSE 0\r
+#endif\r
+#ifndef TRUE\r
+#define TRUE 1\r
+#endif\r
+#ifndef BOOL\r
+#define BOOL unsigned short\r
+#endif\r
+#ifndef bool\r
+#define bool unsigned short\r
+#endif\r
+#define LOWORD(l) ((unsigned short)(l))\r
+#define HIWORD(l) ((unsigned short)(((unsigned long)(l) >> 16) & 0xFFFF))\r
+#define max(a,b) (((a) > (b)) ? (a) : (b))\r
+#define min(a,b) (((a) < (b)) ? (a) : (b))\r
+#define DWORD unsigned long\r
+\r
+typedef struct RECTTAG\r
+{\r
+ int left;\r
+ int top;\r
+ int right;\r
+ int bottom;\r
+}RECT;\r
+\r
+#endif\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+typedef struct VRAMLOADTAG\r
+{\r
+ short x;\r
+ short y;\r
+ short Width;\r
+ short Height;\r
+ short RowsRemaining;\r
+ short ColsRemaining;\r
+ unsigned short *ImagePtr;\r
+} VRAMLoad_t;\r
+\r
+typedef struct PSXPOINTTAG\r
+{\r
+ long x;\r
+ long y;\r
+} PSXPoint_t;\r
+\r
+typedef struct PSXSPOINTTAG\r
+{\r
+ short x;\r
+ short y;\r
+} PSXSPoint_t;\r
+\r
+typedef struct PSXRECTTAG\r
+{\r
+ short x0;\r
+ short x1;\r
+ short y0;\r
+ short y1;\r
+} PSXRect_t;\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+typedef struct TWINTAG\r
+{\r
+ PSXRect_t Position;\r
+ PSXRect_t OPosition;\r
+ PSXPoint_t TextureSize;\r
+ float UScaleFactor;\r
+ float VScaleFactor;\r
+} TWin_t;\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+typedef struct PSXDISPLAYTAG\r
+{\r
+ PSXPoint_t DisplayModeNew;\r
+ PSXPoint_t DisplayMode;\r
+ PSXPoint_t DisplayPosition;\r
+ PSXPoint_t DisplayEnd;\r
+ \r
+ long Double;\r
+ long Height;\r
+ long PAL;\r
+ long InterlacedNew;\r
+ long Interlaced;\r
+ long InterlacedTest;\r
+ long RGB24New;\r
+ long RGB24;\r
+ PSXSPoint_t DrawOffset;\r
+ PSXRect_t DrawArea;\r
+ PSXPoint_t GDrawOffset;\r
+ PSXPoint_t CumulOffset;\r
+ long Disabled;\r
+ PSXRect_t Range;\r
+} PSXDisplay_t;\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+typedef struct OGLVertexTag \r
+{\r
+ GLfloat x;\r
+ GLfloat y;\r
+ GLfloat z;\r
+\r
+ GLfloat sow;\r
+ GLfloat tow;\r
+\r
+ union\r
+COLTAG\r
+ {\r
+ u8 col[4];\r
+ unsigned long lcol;\r
+ } c;\r
+\r
+} OGLVertex;\r
+\r
+typedef union EXShortTag\r
+{\r
+ u8 c[2];\r
+ unsigned short s;\r
+} EXShort;\r
+\r
+typedef union EXLongTag\r
+{\r
+ u8 c[4];\r
+ unsigned long l;\r
+ EXShort s[2];\r
+} EXLong;\r
+\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+\r
+extern HINSTANCE hInst;\r
+\r
+#endif\r
+ \r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_DRAW\r
+\r
+extern int iResX;\r
+extern int iResY;\r
+extern BOOL bKeepRatio;\r
+extern RECT rRatioRect;\r
+extern BOOL bOpaquePass;\r
+extern BOOL bAdvancedBlend;\r
+\r
+//extern PFNGLBLENDEQU glBlendEquationEXTEx;\r
+//extern PFNGLCOLORTABLEEXT glColorTableEXTEx;\r
+\r
+extern u8 gl_ux[8];\r
+extern u8 gl_vy[8];\r
+extern OGLVertex vertex[4];\r
+extern short sprtY,sprtX,sprtH,sprtW;\r
+#ifdef _WINDOWS\r
+extern HWND hWWindow;\r
+#endif\r
+extern BOOL bIsFirstFrame;\r
+extern int iWinSize;\r
+extern int iZBufferDepth;\r
+extern GLbitfield uiBufferBits;\r
+extern int iUseMask;\r
+extern int iSetMask;\r
+extern int iDepthFunc;\r
+extern BOOL bCheckMask;\r
+extern unsigned short sSetMask;\r
+extern unsigned long lSetMask;\r
+extern BOOL bSetClip;\r
+extern GLuint gTexScanName;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_SOFT\r
+\r
+extern long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;\r
+extern long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;\r
+extern short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3;\r
+extern short g_m1;\r
+extern short g_m2;\r
+extern short g_m3;\r
+extern short DrawSemiTrans;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_PRIMDRAW\r
+\r
+extern BOOL bNeedUploadTest;\r
+extern BOOL bNeedUploadAfter;\r
+extern BOOL bTexEnabled;\r
+extern BOOL bBlendEnable;\r
+extern BOOL bDrawDither;\r
+extern int iFilterType; \r
+extern BOOL bFullVRam;\r
+extern BOOL bUseMultiPass;\r
+extern int iOffscreenDrawing;\r
+extern BOOL bOldSmoothShaded;\r
+extern BOOL bUsingTWin;\r
+extern BOOL bUsingMovie;\r
+extern PSXRect_t xrMovieArea;\r
+extern PSXRect_t xrUploadArea;\r
+extern PSXRect_t xrUploadAreaIL;\r
+extern PSXRect_t xrUploadAreaRGB24;\r
+extern GLuint gTexName;\r
+extern BOOL bDrawNonShaded;\r
+extern BOOL bDrawMultiPass;\r
+extern GLubyte ubGloColAlpha;\r
+extern GLubyte ubGloAlpha;\r
+extern short sSprite_ux2;\r
+extern short sSprite_vy2;\r
+extern BOOL bRenderFrontBuffer;\r
+extern unsigned long ulOLDCOL;\r
+extern unsigned long ulClutID;\r
+extern void (*primTableJ[256])(u8 *);\r
+extern void (*primTableSkip[256])(u8 *);\r
+extern unsigned short usMirror;\r
+extern unsigned long dwCfgFixes;\r
+extern unsigned long dwActFixes;\r
+extern unsigned long dwEmuFixes;\r
+extern BOOL bUseFixes;\r
+extern int iSpriteTex;\r
+extern int iDrawnSomething;\r
+\r
+extern long drawX;\r
+extern long drawY;\r
+extern long drawW;\r
+extern long drawH;\r
+extern short sxmin;\r
+extern short sxmax;\r
+extern short symin;\r
+extern short symax;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_TEXTURE\r
+\r
+extern u8 ubOpaqueDraw;\r
+extern GLint giWantedRGBA;\r
+extern GLint giWantedFMT;\r
+extern GLint giWantedTYPE;\r
+extern void (*LoadSubTexFn) (int,int,short,short);\r
+extern long GlobalTexturePage;\r
+extern unsigned long (*TCF[]) (unsigned long);\r
+extern unsigned short (*PTCF[]) (unsigned short);\r
+extern unsigned long (*PalTexturedColourFn) (unsigned long);\r
+extern BOOL bUseFastMdec;\r
+extern BOOL bUse15bitMdec;\r
+extern int iFrameTexType;\r
+extern int iFrameReadType;\r
+extern int iClampType;\r
+extern int iSortTexCnt;\r
+extern BOOL bFakeFrontBuffer; \r
+extern GLuint gTexFrameName;\r
+extern GLuint gTexBlurName;\r
+extern int iVRamSize;\r
+extern int iTexGarbageCollection;\r
+extern int iFTexA;\r
+extern int iFTexB;\r
+extern BOOL bIgnoreNextTile;\r
+\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_GPU\r
+\r
+extern VRAMLoad_t VRAMWrite;\r
+extern VRAMLoad_t VRAMRead;\r
+extern int iDataWriteMode;\r
+extern int iDataReadMode;\r
+extern int iColDepth;\r
+extern BOOL bChangeRes;\r
+extern BOOL bWindowMode;\r
+extern s8 szDispBuf[];\r
+extern s8 szGPUKeys[];\r
+extern PSXDisplay_t PSXDisplay;\r
+extern PSXDisplay_t PreviousPSXDisplay;\r
+//extern unsigned long ulKeybits;\r
+extern TWin_t TWin;\r
+extern BOOL bDisplayNotSet;\r
+extern long lGPUstatusRet;\r
+extern short imageX0,imageX1;\r
+extern short imageY0,imageY1;\r
+extern long lClearOnSwap,lClearOnSwapColor;\r
+extern u8 * psxVub;\r
+extern s8 * psxVsb;\r
+extern unsigned short * psxVuw;\r
+extern signed short * psxVsw;\r
+extern unsigned long * psxVul;\r
+extern signed long * psxVsl;\r
+extern GLfloat gl_z;\r
+extern BOOL bNeedRGB24Update;\r
+extern BOOL bChangeWinMode;\r
+extern GLuint uiScanLine;\r
+extern int iUseScanLines;\r
+extern long lSelectedSlot;\r
+extern int iScanBlend;\r
+extern BOOL bInitCap;\r
+extern int iBlurBuffer;\r
+extern int iLastRGB24;\r
+extern int iRenderFVR;\r
+extern int iNoScreenSaver;\r
+extern unsigned long ulGPUInfoVals[];\r
+extern BOOL bNeedInterlaceUpdate;\r
+extern BOOL bNeedWriteUpload;\r
+extern BOOL bSkipNextFrame;\r
+\r
+\r
+#ifndef _WINDOWS\r
+extern int bFullScreen;\r
+#endif\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_MENU\r
+\r
+//extern unsigned long dwCoreFlags;\r
+extern GLuint gTexPicName;\r
+//extern PSXPoint_t ptCursorPoint[];\r
+//extern unsigned short usCursorActive;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_CFG\r
+\r
+#ifndef _WINDOWS\r
+extern s8 * pConfigFile;\r
+#endif\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_FPS\r
+\r
+extern BOOL bUseFrameLimit;\r
+extern BOOL bUseFrameSkip;\r
+extern float fFrameRate;\r
+extern float fFrameRateHz;\r
+extern int iFrameLimit;\r
+extern float fps_skip;\r
+extern float fps_cur;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+typedef struct {\r
+u8 r;\r
+u8 g;\r
+u8 b;\r
+u8 a;\r
+} Vec4f;\r
+\r
+/**/\r
+typedef struct {\r
+float x;\r
+float y;\r
+float z;\r
+} Vec3f;\r
+\r
+typedef struct {\r
+float x;\r
+float y;\r
+} Vec2f;\r
+\r
+/*\r
+typedef struct {\r
+int x;\r
+int y;\r
+int z;\r
+} Vec3f;\r
+\r
+typedef struct {\r
+int x;\r
+int y;\r
+} Vec2f;\r
+/**/\r
+\r
+typedef struct {\r
+ Vec3f xyz;\r
+ Vec2f st;\r
+} Vertex;\r
+\r
+typedef struct {\r
+ Vec3f xyz;\r
+ Vec2f st;\r
+ Vec4f rgba;\r
+} Vertex2;\r
+\r
+#ifndef _IN_KEY\r
+\r
+//extern unsigned long ulKeybits;\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
+\r
+#ifndef _IN_ZN\r
+\r
+extern unsigned long dwGPUVersion;\r
+extern int iGPUHeight;\r
+extern int iGPUHeightMask;\r
+extern int GlobalTextIL;\r
+extern int iTileCheat;\r
+\r
+#endif\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+\r
+#endif\r
+\r
+//-----------------------------------------------------//\r
--- /dev/null
+/***************************************************************************\r
+ fps.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifdef _WINDOWS\r
+#include "Stdafx.h"\r
+#include "Externals.h"\r
+#include "plugin.h"\r
+#include "Fps.h"\r
+#include "Prim.h"\r
+#else\r
+#include "gpuStdafx.h"\r
+#include "gpuExternals.h"\r
+//#include "plugins.h"\r
+#include "gpuFps.h"\r
+#include "gpuPrim.h"\r
+#endif\r
+\r
+#define _IN_FPS\r
+\r
+#define CALLBACK\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// FPS stuff\r
+////////////////////////////////////////////////////////////////////////\r
+#ifdef _WINDOWS\r
+LARGE_INTEGER liCPUFrequency;\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// FPS skipping / limit\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL bIsPerformanceCounter;\r
+float fFrameRateHz;\r
+DWORD dwFrameRateTicks;\r
+float fFrameRate;\r
+int iFrameLimit;\r
+BOOL bUseFrameLimit;\r
+BOOL bUseFrameSkip;\r
+DWORD dwLaceCnt;\r
+\r
+BOOL bInitCap; \r
+float fps_skip;\r
+float fps_cur;\r
+\r
+#ifdef _WINDOWS\r
+\r
+void FrameCap (void)\r
+{\r
+ static DWORD curticks, lastticks, _ticks_since_last_update;\r
+ static DWORD TicksToWait = 0;\r
+ static LARGE_INTEGER CurrentTime;\r
+ static LARGE_INTEGER LastTime;\r
+ static BOOL SkipNextWait = FALSE;\r
+ BOOL Waiting = TRUE;\r
+\r
+ //---------------------------------------------------------\r
+ // init some static vars... \r
+ // bInitCap is TRUE on startup and everytime the user\r
+ // is toggling the frame limit\r
+ //---------------------------------------------------------\r
+\r
+ if(bInitCap)\r
+ {\r
+ bInitCap=FALSE;\r
+ if (bIsPerformanceCounter)\r
+ QueryPerformanceCounter(&LastTime);\r
+ lastticks = timeGetTime();\r
+ TicksToWait=0;\r
+ return;\r
+ }\r
+\r
+ //---------------------------------------------------------\r
+\r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r
+\r
+ //---------------------------------------------------------\r
+ // check if diff > 1/2 sec, if yes: take mm timer value\r
+ //---------------------------------------------------------\r
+\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r
+ {\r
+ if(curticks < lastticks)\r
+ _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;\r
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r
+ }\r
+\r
+ //---------------------------------------------------------\r
+\r
+ if ((_ticks_since_last_update > TicksToWait) || \r
+ (CurrentTime.LowPart < LastTime.LowPart))\r
+ {\r
+ LastTime.HighPart = CurrentTime.HighPart;\r
+ LastTime.LowPart = CurrentTime.LowPart;\r
+\r
+ lastticks=curticks;\r
+\r
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r
+ TicksToWait=0;\r
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r
+ }\r
+ else\r
+ {\r
+ while (Waiting)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r
+\r
+ //---------------------------------------------------------\r
+ // check if diff > 1/2 sec, if yes: take mm timer value\r
+ //---------------------------------------------------------\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r
+ {\r
+ if(curticks < lastticks)\r
+ _ticks_since_last_update = TicksToWait+1;\r
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r
+ }\r
+ //---------------------------------------------------------\r
+\r
+ if ((_ticks_since_last_update > TicksToWait) || \r
+ (CurrentTime.LowPart < LastTime.LowPart))\r
+ {\r
+ Waiting = FALSE;\r
+\r
+ lastticks=curticks;\r
+\r
+ LastTime.HighPart = CurrentTime.HighPart;\r
+ LastTime.LowPart = CurrentTime.LowPart;\r
+ TicksToWait = dwFrameRateTicks;\r
+ }\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+\r
+ if ((_ticks_since_last_update > TicksToWait) || \r
+ (curticks < lastticks))\r
+ {\r
+ lastticks = curticks;\r
+\r
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r
+ TicksToWait=0;\r
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r
+ }\r
+ else\r
+ {\r
+ while (Waiting)\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+ if ((_ticks_since_last_update > TicksToWait) ||\r
+ (curticks < lastticks))\r
+ {\r
+ Waiting = FALSE;\r
+ lastticks = curticks;\r
+ TicksToWait = dwFrameRateTicks;\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXSKIP 120\r
+#define MAXLACE 16\r
+\r
+void FrameSkip(void)\r
+{\r
+ static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip\r
+ static DWORD dwLastLace=0; // helper var for frame limitation\r
+ static DWORD curticks, lastticks, _ticks_since_last_update;\r
+ static LARGE_INTEGER CurrentTime;\r
+ static LARGE_INTEGER LastTime;\r
+\r
+ if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely\r
+\r
+ if(iNumSkips) // we are in skipping mode?\r
+ {\r
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)\r
+ bSkipNextFrame = TRUE; // -> we skip next frame\r
+ iNumSkips--; // -> ok, one done\r
+ }\r
+ else // ok, no additional skipping has to be done... \r
+ { // we check now, if some limitation is needed, or a new skipping has to get started\r
+ DWORD dwWaitTime;\r
+\r
+ if(bInitCap || bSkipNextFrame) // first time or we skipped before?\r
+ {\r
+ if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?\r
+ {\r
+ DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame\r
+ dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame\r
+\r
+ if(bIsPerformanceCounter) // -> now we calc the time of the last drawn frame + the time we spent skipping\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update= dwT+CurrentTime.LowPart - LastTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update= dwT+curticks - lastticks;\r
+ }\r
+\r
+ dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed\r
+\r
+ if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?\r
+ { \r
+ if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent\r
+ (60*dwFrameRateTicks)) // wrong waiting times\r
+ _ticks_since_last_update=dwWaitTime;\r
+\r
+ while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time\r
+ { // (that's the additional limitation, yup)\r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = dwT+CurrentTime.LowPart - LastTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = dwT+curticks - lastticks;\r
+ }\r
+ }\r
+ }\r
+ else // we were still too slow ?!!?\r
+ {\r
+ if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems\r
+ {\r
+ iAdditionalSkip++; // -> inc our watchdog var\r
+ dwLaceCnt=0; // -> reset lace count\r
+ if(bIsPerformanceCounter) // -> ok, start time of the next frame\r
+ QueryPerformanceCounter(&LastTime);\r
+ lastticks = timeGetTime();\r
+ return; // -> done, we will skip next frame to get more speed\r
+ } \r
+ }\r
+ }\r
+\r
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func\r
+ iAdditionalSkip=0; // -> init additional skip\r
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame\r
+ if(bIsPerformanceCounter) // -> we store the start time of the next frame\r
+ QueryPerformanceCounter(&LastTime);\r
+ lastticks = timeGetTime();\r
+ dwLaceCnt=0; // -> and we start to count the laces \r
+ dwLastLace=0; \r
+ _ticks_since_last_update=0;\r
+ return; // -> done, the next frame will get drawn\r
+ }\r
+\r
+ bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first\r
+\r
+ if(bIsPerformanceCounter) // get the current time (we are now at the end of one drawn frame)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+ }\r
+\r
+ dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)\r
+ dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'\r
+\r
+ if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...\r
+ {\r
+ if(bUseFrameLimit) // if limitation, we skip just next frame,\r
+ { // and decide after, if we need to do more\r
+ iNumSkips=0;\r
+ }\r
+ else\r
+ {\r
+ iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up\r
+ iNumSkips--; // -> since we already skip next frame, one down\r
+ if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line\r
+ }\r
+ bSkipNextFrame = TRUE; // -> signal for skipping the next frame\r
+ }\r
+ else // we were faster than real psx? fine :)\r
+ if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached\r
+ {\r
+ if(dwLaceCnt>MAXLACE) // -> security check\r
+ _ticks_since_last_update=dwWaitTime;\r
+\r
+ while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...\r
+ {\r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+ }\r
+ }\r
+ }\r
+\r
+ if(bIsPerformanceCounter) // ok, start time of the next frame\r
+ QueryPerformanceCounter(&LastTime);\r
+ lastticks = timeGetTime();\r
+ }\r
+\r
+ dwLaceCnt=0; // init lace counter\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void calcfps(void)\r
+{\r
+ static DWORD curticks,_ticks_since_last_update,lastticks;\r
+ static long fps_cnt = 0;\r
+ static DWORD fps_tck = 1;\r
+ static LARGE_INTEGER CurrentTime;\r
+ static LARGE_INTEGER LastTime;\r
+ static long fpsskip_cnt = 0;\r
+ static DWORD fpsskip_tck = 1;\r
+\r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;\r
+ \r
+ //--------------------------------------------------//\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))\r
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r
+ lastticks=curticks;\r
+ //--------------------------------------------------//\r
+\r
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r
+ fps_skip=min(fps_skip,(((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update) +1.0f));\r
+\r
+ LastTime.HighPart = CurrentTime.HighPart;\r
+ LastTime.LowPart = CurrentTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update=curticks-lastticks;\r
+\r
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)\r
+ fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f));\r
+\r
+ lastticks = curticks;\r
+ }\r
+\r
+ if(bUseFrameSkip && bUseFrameLimit)\r
+ {\r
+ fpsskip_tck += _ticks_since_last_update;\r
+\r
+ if(++fpsskip_cnt==2)\r
+ {\r
+ if(bIsPerformanceCounter)\r
+ fps_skip = ((float)liCPUFrequency.LowPart) / ((float)fpsskip_tck) *2.0f;\r
+ else\r
+ fps_skip = (float)2000/(float)fpsskip_tck;\r
+\r
+ fps_skip +=6.0f;\r
+\r
+ fpsskip_cnt = 0;\r
+ fpsskip_tck = 1;\r
+ }\r
+ }\r
+\r
+ fps_tck += _ticks_since_last_update;\r
+\r
+ if(++fps_cnt==10)\r
+ {\r
+ if(bIsPerformanceCounter)\r
+ fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f;\r
+ else\r
+ fps_cur = (float)10000/(float)fps_tck;\r
+\r
+ fps_cnt = 0;\r
+ fps_tck = 1;\r
+\r
+ if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display\r
+ fps_cur=fFrameRateHz;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// PC FPS skipping / limit\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PCFrameCap(void)\r
+{\r
+ static DWORD curticks, lastticks, _ticks_since_last_update;\r
+ static DWORD TicksToWait = 0;\r
+ static LARGE_INTEGER CurrentTime;\r
+ static LARGE_INTEGER LastTime;\r
+ BOOL Waiting = TRUE;\r
+\r
+ while (Waiting)\r
+ {\r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r
+\r
+ //------------------------------------------------//\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r
+ {\r
+ if(curticks < lastticks)\r
+ _ticks_since_last_update = TicksToWait+1;\r
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r
+ }\r
+ //------------------------------------------------//\r
+\r
+ if ((_ticks_since_last_update > TicksToWait) ||\r
+ (CurrentTime.LowPart < LastTime.LowPart))\r
+ {\r
+ Waiting = FALSE;\r
+\r
+ lastticks=curticks; \r
+\r
+ LastTime.HighPart = CurrentTime.HighPart;\r
+ LastTime.LowPart = CurrentTime.LowPart;\r
+ TicksToWait = (liCPUFrequency.LowPart / fFrameRateHz);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+ if ((_ticks_since_last_update > TicksToWait) || \r
+ (curticks < lastticks))\r
+ {\r
+ Waiting = FALSE;\r
+ lastticks = curticks;\r
+ TicksToWait = (1000 / (DWORD)fFrameRateHz);\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PCcalcfps(void)\r
+{\r
+ static DWORD curticks,_ticks_since_last_update,lastticks;\r
+ static long fps_cnt = 0;\r
+ static float fps_acc = 0;\r
+ static LARGE_INTEGER CurrentTime;\r
+ static LARGE_INTEGER LastTime;\r
+ float CurrentFPS=0; \r
+ \r
+ if(bIsPerformanceCounter)\r
+ {\r
+ QueryPerformanceCounter(&CurrentTime);\r
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;\r
+\r
+ //--------------------------------------------------//\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r
+ lastticks=curticks;\r
+ //--------------------------------------------------//\r
+\r
+ if(_ticks_since_last_update)\r
+ {\r
+ CurrentFPS = ((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update);\r
+ }\r
+ else CurrentFPS = 0;\r
+ LastTime.HighPart = CurrentTime.HighPart;\r
+ LastTime.LowPart = CurrentTime.LowPart;\r
+ }\r
+ else\r
+ {\r
+ curticks = timeGetTime();\r
+ if(_ticks_since_last_update=curticks-lastticks)\r
+ CurrentFPS=(float)1000/(float)_ticks_since_last_update;\r
+ else CurrentFPS = 0;\r
+ lastticks = curticks;\r
+ }\r
+\r
+ fps_acc += CurrentFPS;\r
+\r
+ if(++fps_cnt==10)\r
+ {\r
+ fps_cur = fps_acc / 10;\r
+ fps_acc = 0;\r
+ fps_cnt = 0;\r
+ }\r
+ \r
+ fps_skip=CurrentFPS+1.0f;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetAutoFrameCap(void)\r
+{\r
+ if(iFrameLimit==1)\r
+ {\r
+ fFrameRateHz = fFrameRate;\r
+ if(bIsPerformanceCounter)\r
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r
+ return;\r
+ }\r
+\r
+ if(dwActFixes&128)\r
+ {\r
+ if (PSXDisplay.Interlaced)\r
+ fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r
+ else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r
+ }\r
+ else\r
+ {\r
+ //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r
+\r
+ if(PSXDisplay.PAL)\r
+ {\r
+ if (STATUSREG&GPUSTATUS_INTERLACED)\r
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238\r
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351\r
+ } \r
+ else\r
+ {\r
+ if (STATUSREG&GPUSTATUS_INTERLACED)\r
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146\r
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750\r
+ }\r
+\r
+ if(bIsPerformanceCounter)\r
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InitFrameCap(void) // inits cpu frequency info (on gpu startup)\r
+{\r
+ if (QueryPerformanceFrequency (&liCPUFrequency))\r
+ bIsPerformanceCounter = TRUE;\r
+ else bIsPerformanceCounter = FALSE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ReInitFrameCap(void)\r
+{\r
+ BOOL bOldPerformanceCounter=bIsPerformanceCounter; // store curr timer mode\r
+\r
+ if(dwActFixes&0x10000) // check game fix... high performance counters are bad on some mb chipsets\r
+ bIsPerformanceCounter=FALSE;\r
+ else \r
+ {\r
+ if (QueryPerformanceFrequency (&liCPUFrequency))\r
+ bIsPerformanceCounter = TRUE;\r
+ else bIsPerformanceCounter = FALSE;\r
+ }\r
+ \r
+ if(bOldPerformanceCounter!=bIsPerformanceCounter) // changed?\r
+ {\r
+ bInitCap = TRUE;\r
+ SetAutoFrameCap();\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetFrameRateConfig(void)\r
+{\r
+ if(fFrameRateHz==0) \r
+ {\r
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)\r
+ else fFrameRateHz=fFrameRate; // else set user framerate\r
+ }\r
+\r
+ if(bIsPerformanceCounter)\r
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+// LINUX ---------------------------------------------\r
+\r
+#else\r
+\r
+#define TIMEBASE 100000\r
+\r
+// hehehe... using same func name as with win32 ;) wow, are we genius ;)\r
+unsigned long timeGetTime()\r
+{\r
+ struct timeval tv;\r
+ gettimeofday(&tv, 0); // well, maybe there are better ways\r
+ return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works\r
+}\r
+\r
+void FrameCap(void)\r
+{\r
+ static unsigned long curticks, lastticks, _ticks_since_last_update;\r
+ static unsigned long TicksToWait = 0;\r
+ bool Waiting = TRUE;\r
+\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+\r
+ if((_ticks_since_last_update > TicksToWait) ||\r
+ (curticks <lastticks))\r
+ {\r
+ lastticks = curticks;\r
+\r
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r
+ TicksToWait=0;\r
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r
+ }\r
+ else\r
+ {\r
+ while (Waiting) \r
+ {\r
+ curticks = timeGetTime(); \r
+ _ticks_since_last_update = curticks - lastticks; \r
+ if ((_ticks_since_last_update > TicksToWait) ||\r
+ (curticks < lastticks)) \r
+ { \r
+ Waiting = FALSE;\r
+ lastticks = curticks;\r
+ TicksToWait = dwFrameRateTicks; \r
+ } \r
+ } \r
+ } \r
+ } \r
+} \r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXSKIP 120\r
+#define MAXLACE 16\r
+\r
+void FrameSkip(void)\r
+{\r
+ static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip\r
+ static DWORD dwLastLace=0; // helper var for frame limitation\r
+ static DWORD curticks, lastticks, _ticks_since_last_update;\r
+\r
+ if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely\r
+\r
+ if(iNumSkips) // we are in skipping mode?\r
+ {\r
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)\r
+ bSkipNextFrame = TRUE; // -> we skip next frame\r
+ iNumSkips--; // -> ok, one done\r
+ }\r
+ else // ok, no additional skipping has to be done... \r
+ { // we check now, if some limitation is needed, or a new skipping has to get started\r
+ DWORD dwWaitTime;\r
+\r
+ if(bInitCap || bSkipNextFrame) // first time or we skipped before?\r
+ {\r
+ if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?\r
+ {\r
+ DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame\r
+ dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame\r
+\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update= dwT+curticks - lastticks;\r
+\r
+ dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed\r
+\r
+ if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?\r
+ { \r
+ if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent\r
+ (60*dwFrameRateTicks)) // wrong waiting times\r
+ _ticks_since_last_update=dwWaitTime;\r
+\r
+ while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time\r
+ { // (that's the additional limitation, yup)\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = dwT+curticks - lastticks;\r
+ }\r
+ }\r
+ else // we were still too slow ?!!?\r
+ {\r
+ if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems\r
+ {\r
+ iAdditionalSkip++; // -> inc our watchdog var\r
+ dwLaceCnt=0; // -> reset lace count\r
+ lastticks = timeGetTime();\r
+ return; // -> done, we will skip next frame to get more speed\r
+ }\r
+ }\r
+ }\r
+\r
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func\r
+ iAdditionalSkip=0; // -> init additional skip\r
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame\r
+ lastticks = timeGetTime();\r
+ dwLaceCnt=0; // -> and we start to count the laces \r
+ dwLastLace=0; \r
+ _ticks_since_last_update=0;\r
+ return; // -> done, the next frame will get drawn\r
+ }\r
+\r
+ bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first\r
+\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+\r
+ dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)\r
+ dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'\r
+\r
+ if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...\r
+ {\r
+ if(bUseFrameLimit) // if limitation, we skip just next frame,\r
+ { // and decide after, if we need to do more\r
+ iNumSkips=0;\r
+ }\r
+ else\r
+ {\r
+ iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up\r
+ iNumSkips--; // -> since we already skip next frame, one down\r
+ if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line\r
+ }\r
+ bSkipNextFrame = TRUE; // -> signal for skipping the next frame\r
+ }\r
+ else // we were faster than real psx? fine :)\r
+ if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached\r
+ {\r
+ if(dwLaceCnt>MAXLACE) // -> security check\r
+ _ticks_since_last_update=dwWaitTime;\r
+\r
+ while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...\r
+ {\r
+ curticks = timeGetTime();\r
+ _ticks_since_last_update = curticks - lastticks;\r
+ }\r
+ }\r
+\r
+ lastticks = timeGetTime();\r
+ }\r
+\r
+ dwLaceCnt=0; // init lace counter\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+ \r
+void calcfps(void) \r
+{ \r
+ static unsigned long curticks,_ticks_since_last_update,lastticks; \r
+ static long fps_cnt = 0;\r
+ static unsigned long fps_tck = 1; \r
+ static long fpsskip_cnt = 0;\r
+ static unsigned long fpsskip_tck = 1;\r
+ \r
+ { \r
+ curticks = timeGetTime(); \r
+ _ticks_since_last_update=curticks-lastticks; \r
+ \r
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r
+ fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));\r
+ \r
+ lastticks = curticks; \r
+ } \r
+ \r
+ if(bUseFrameSkip && bUseFrameLimit)\r
+ {\r
+ fpsskip_tck += _ticks_since_last_update;\r
+\r
+ if(++fpsskip_cnt==2)\r
+ {\r
+ fps_skip = (float)2000/(float)fpsskip_tck;\r
+\r
+ fps_skip +=6.0f;\r
+\r
+ fpsskip_cnt = 0;\r
+ fpsskip_tck = 1;\r
+ }\r
+ }\r
+\r
+ fps_tck += _ticks_since_last_update; \r
+ \r
+ if(++fps_cnt==10) \r
+ { \r
+ fps_cur = (float)(TIMEBASE*10)/(float)fps_tck; \r
+\r
+ fps_cnt = 0; \r
+ fps_tck = 1; \r
+ \r
+ if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display \r
+ fps_cur=fFrameRateHz; \r
+ } \r
+} \r
+\r
+void PCFrameCap (void) \r
+{\r
+ static unsigned long curticks, lastticks, _ticks_since_last_update;\r
+ static unsigned long TicksToWait = 0;\r
+ bool Waiting = TRUE; \r
+ \r
+ while (Waiting) \r
+ {\r
+ curticks = timeGetTime(); \r
+ _ticks_since_last_update = curticks - lastticks; \r
+ if ((_ticks_since_last_update > TicksToWait) || \r
+ (curticks < lastticks)) \r
+ { \r
+ Waiting = FALSE; \r
+ lastticks = curticks; \r
+ TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz); \r
+ } \r
+ } \r
+} \r
+ \r
+//////////////////////////////////////////////////////////////////////// \r
+ \r
+void PCcalcfps(void) \r
+{ \r
+ static unsigned long curticks,_ticks_since_last_update,lastticks; \r
+ static long fps_cnt = 0; \r
+ static float fps_acc = 0;\r
+ float CurrentFPS=0; \r
+ \r
+ curticks = timeGetTime(); \r
+ _ticks_since_last_update=curticks-lastticks;\r
+ if(_ticks_since_last_update) \r
+ CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;\r
+ else CurrentFPS = 0;\r
+ lastticks = curticks; \r
+ \r
+ fps_acc += CurrentFPS;\r
+\r
+ if(++fps_cnt==10)\r
+ {\r
+ fps_cur = fps_acc / 10;\r
+ fps_acc = 0;\r
+ fps_cnt = 0;\r
+ }\r
+\r
+ fps_skip=CurrentFPS+1.0f;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetAutoFrameCap(void)\r
+{\r
+ if(iFrameLimit==1)\r
+ {\r
+ fFrameRateHz = fFrameRate;\r
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
+ return;\r
+ }\r
+\r
+ if(dwActFixes&128)\r
+ {\r
+ if (PSXDisplay.Interlaced)\r
+ fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r
+ else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r
+ }\r
+ else\r
+ {\r
+ //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r
+\r
+ if(PSXDisplay.PAL)\r
+ {\r
+ if (STATUSREG&GPUSTATUS_INTERLACED)\r
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238\r
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351\r
+ } \r
+ else\r
+ {\r
+ if (STATUSREG&GPUSTATUS_INTERLACED)\r
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146\r
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750\r
+ }\r
+\r
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetFrameRateConfig(void)\r
+{\r
+ if(!fFrameRate) fFrameRate=200.0f;\r
+\r
+ if(fFrameRateHz==0) \r
+ { \r
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)\r
+ else fFrameRateHz=fFrameRate; // else set user framerate\r
+ }\r
+\r
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
+\r
+ if(iFrameLimit==2) SetAutoFrameCap();\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InitFrameCap(void)\r
+{\r
+ // nothing on linux\r
+}\r
+\r
+void ReInitFrameCap(void)\r
+{\r
+ // nothing on linux\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)\r
+{\r
+ if(bUseFrameSkip) \r
+ {\r
+ if(!(dwActFixes&0x100))\r
+ {\r
+ dwLaceCnt++; // -> and store cnt of vsync between frames\r
+ if(dwLaceCnt>=MAXLACE && bUseFrameLimit) \r
+ {\r
+ if(dwLaceCnt==MAXLACE) bInitCap=TRUE;\r
+ FrameCap();\r
+ }\r
+ }\r
+ else if(bUseFrameLimit) FrameCap();\r
+ calcfps(); // -> calc fps display in skipping mode\r
+ } \r
+ else // -> non-skipping mode:\r
+ {\r
+ if(bUseFrameLimit) FrameCap();\r
+ calcfps(); \r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way\r
+{\r
+ bInitCap = TRUE;\r
+\r
+ if(option==1) // emu says: limit\r
+ {\r
+ bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;\r
+ SetAutoFrameCap();\r
+ }\r
+ else // emu says: no limit\r
+ {\r
+ bUseFrameLimit=FALSE;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
--- /dev/null
+#ifndef __GPU_FPS__\r
+#define __GPU_FPS__\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif\r
+\r
+/***************************************************************************\r
+ fps.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+\r
+extern BOOL bIsPerformanceCounter;\r
+extern float fFrameRateHz;\r
+extern DWORD dwFrameRateTicks;\r
+extern float fFrameRate;\r
+extern int iFrameLimit;\r
+extern BOOL bUseFrameLimit;\r
+extern BOOL bUseFrameSkip;\r
+extern DWORD dwLaceCnt;\r
+\r
+extern BOOL bInitCap; \r
+extern float fps_skip;\r
+extern float fps_cur;\r
+\r
+\r
+void InitFrameCap(void);\r
+void SetFrameRateConfig(void);\r
+void PCFrameCap(void);\r
+void PCcalcfps(void);\r
+void FrameSkip(void);\r
+void CheckFrameRate(void);\r
+void ReInitFrameCap(void);\r
+void SetAutoFrameCap(void);\r
+#ifndef _WINDOWS\r
+unsigned long timeGetTime();\r
+#endif\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+\r
+#endif\r
--- /dev/null
+/***************************************************************************\r
+ gpu.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ email : BlackDove@addcom.de\r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+//#include "gpuStdafx.h"\r
+\r
+//#include <mmsystem.h>\r
+\r
+#define _IN_GPU\r
+\r
+#ifdef _WINDOWS\r
+#include "stdafx.h"\r
+#include <stdlib.h>\r
+#include <stdio.h>\r
+#include <stdarg.h>\r
+#include <string.h>\r
+#include <mmsystem.h>\r
+\r
+#include "externals.h"\r
+#include "gpu.h"\r
+#include "draw.h"\r
+#include "prim.h"\r
+#include "texture.h"\r
+#include "fps.h"\r
+#include "resource.h"\r
+#else\r
+#include <stdlib.h>\r
+#include <stdio.h>\r
+#include <stdarg.h>\r
+#include <string.h>\r
+#include "gpuExternals.h"\r
+#include "gpuPlugin.h"\r
+#include "gpuDraw.h"\r
+#include "gpuTexture.h"\r
+#include "gpuFps.h"\r
+#include "gpuPrim.h"\r
+\r
+//#include "NoPic.h"\r
+\r
+#include "gpuStdafx.h"\r
+#endif\r
+\r
+extern void ProcessEvents();\r
+ \r
+short g_m1=255,g_m2=255,g_m3=255;\r
+short DrawSemiTrans=FALSE;\r
+short Ymin;\r
+short Ymax;\r
+\r
+short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords\r
+long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;\r
+long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;\r
+\r
+unsigned long dwGPUVersion=0;\r
+int iGPUHeight=512;\r
+int iGPUHeightMask=511;\r
+int GlobalTextIL=0;\r
+int iTileCheat=0;\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// memory image of the PSX vram\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+u8 *psxVSecure;\r
+u8 *psxVub;\r
+signed char *psxVsb;\r
+unsigned short *psxVuw;\r
+unsigned short *psxVuw_eom;\r
+signed short *psxVsw;\r
+unsigned long *psxVul;\r
+signed long *psxVsl;\r
+\r
+// macro for easy access to packet information\r
+#define GPUCOMMAND(x) ((x>>24) & 0xff)\r
+\r
+GLfloat gl_z=0.0f;\r
+BOOL bNeedInterlaceUpdate=FALSE;\r
+BOOL bNeedRGB24Update=FALSE;\r
+BOOL bChangeWinMode=FALSE;\r
+\r
+#ifdef _WINDOWS\r
+extern HGLRC GLCONTEXT;\r
+#endif\r
+\r
+unsigned long ulStatusControl[256];\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// global GPU vars\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+static long GPUdataRet;\r
+long lGPUstatusRet;\r
+s8 szDispBuf[64];\r
+\r
+static unsigned long gpuDataM[256];\r
+static u8 gpuCommand = 0;\r
+static long gpuDataC = 0;\r
+static long gpuDataP = 0;\r
+\r
+VRAMLoad_t VRAMWrite;\r
+VRAMLoad_t VRAMRead;\r
+int iDataWriteMode;\r
+int iDataReadMode;\r
+\r
+long lClearOnSwap;\r
+long lClearOnSwapColor;\r
+BOOL bSkipNextFrame = FALSE;\r
+int iColDepth;\r
+BOOL bChangeRes;\r
+BOOL bWindowMode;\r
+int iWinSize;\r
+\r
+// possible psx display widths\r
+short dispWidths[8] = {256,320,512,640,368,384,512,640};\r
+\r
+PSXDisplay_t PSXDisplay;\r
+PSXDisplay_t PreviousPSXDisplay;\r
+TWin_t TWin;\r
+short imageX0,imageX1;\r
+short imageY0,imageY1;\r
+BOOL bDisplayNotSet = TRUE;\r
+GLuint uiScanLine=0;\r
+int iUseScanLines=0;\r
+long lSelectedSlot=0;\r
+u8 * pGfxCardScreen=0;\r
+int iBlurBuffer=0;\r
+int iScanBlend=0;\r
+int iRenderFVR=0;\r
+int iNoScreenSaver=0;\r
+unsigned long ulGPUInfoVals[16];\r
+int iFakePrimBusy = 0;\r
+int iRumbleVal = 0;\r
+int iRumbleTime = 0;\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// stuff to make this a true PDK module\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+s8 * CALLBACK PSEgetLibName(void)\r
+{\r
+ return "name";\r
+}\r
+\r
+unsigned long CALLBACK PSEgetLibType(void)\r
+{\r
+ return 1;\r
+}\r
+\r
+unsigned long CALLBACK PSEgetLibVersion(void)\r
+{\r
+ return 1<<16|1<<8|1;\r
+}\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// snapshot funcs (saves screen to bitmap / text infos into file)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ResizeWindow()\r
+{\r
+ rRatioRect.left = rRatioRect.top=0;\r
+ rRatioRect.right = iResX;\r
+ rRatioRect.bottom = iResY;\r
+ glViewport(rRatioRect.left, // init viewport by ratio rect\r
+ iResY-(rRatioRect.top+rRatioRect.bottom),\r
+ rRatioRect.right, \r
+ rRatioRect.bottom); \r
+ \r
+ glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)\r
+ glEnable(GL_SCISSOR_TEST); \r
+\r
+#ifndef OWNSCALE\r
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"\r
+ glLoadIdentity();\r
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack\r
+#endif \r
+\r
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution\r
+ glLoadIdentity();\r
+ glOrtho(0,PSXDisplay.DisplayMode.x,\r
+ PSXDisplay.DisplayMode.y, 0, -1, 1);\r
+ if (bKeepRatio)\r
+ SetAspectRatio();\r
+}\r
+\r
+s8 * GetConfigInfos(int hW)\r
+{\r
+#ifdef _WINDOWS\r
+ HDC hdc;HGLRC hglrc;\r
+#endif\r
+ s8 szO[2][4]={"off","on "};\r
+ s8 szTxt[256];\r
+ s8 * pB=(s8 *)malloc(32767);\r
+/*\r
+ if(!pB) return NULL;\r
+ *pB=0;\r
+ //----------------------------------------------------//\r
+ strcat(pB,szTxt);\r
+ strcat(pB,szTxt);\r
+#ifdef _WINDOWS\r
+ if(hW)\r
+ {\r
+ hdc = GetDC(hW);\r
+ bSetupPixelFormat(hdc);\r
+ hglrc = wglCreateContext(hdc);\r
+ wglMakeCurrent(hdc, hglrc);\r
+ }\r
+#endif\r
+ sprintf(szTxt,"Card vendor: %s\r\n",(char *)glGetString(GL_VENDOR));\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"GFX card: %s\r\n",(char *)glGetString(GL_RENDERER));\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"OGL version: %s\r\n\r\n",(char *)glGetString(GL_VERSION));\r
+ strcat(pB,szTxt);\r
+ //strcat(pB,(s8 *)glGetString(GL_EXTENSIONS));\r
+ //strcat(pB,"\r\n\r\n");\r
+\r
+#ifdef _WINDOWS\r
+ if(hW)\r
+ {\r
+ wglMakeCurrent(NULL, NULL);\r
+ wglDeleteContext(hglrc);\r
+ ReleaseDC(hW,hdc);\r
+ }\r
+ //----------------------------------------------------//\r
+#endif\r
+ if(hW && bWindowMode)\r
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",LOWORD(iWinSize),HIWORD(iWinSize));\r
+ else\r
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",iResX,iResY);\r
+ strcat(pB,szTxt);\r
+ if(bWindowMode) sprintf(szTxt,"Window mode\r\n");\r
+ else\r
+ {\r
+ sprintf(szTxt,"Fullscreen ");\r
+ strcat(pB,szTxt);\r
+ if(bChangeRes) sprintf(szTxt,"- Desktop changing [%d Bit]\r\n",iColDepth);\r
+ else sprintf(szTxt,"- NO desktop changing\r\n");\r
+ } \r
+ strcat(pB,szTxt);\r
+\r
+// if(iForceVSync>=0) sprintf(szTxt,"- V-Sync: %s\r\n",szO[iForceVSync]);\r
+// else strcpy(szTxt,"- V-Sync: Driver\r\n");\r
+ strcat(pB,szTxt); \r
+ sprintf(szTxt,"- Keep psx aspect ratio: %s\r\n\r\n",szO[bKeepRatio]);\r
+ strcat(pB,szTxt);\r
+ //----------------------------------------------------//\r
+ strcpy(szTxt,"Textures:\r\n- ");\r
+/*! if(iTexQuality==0) strcat(szTxt,"Default");\r
+ else if(iTexQuality==1) strcat(szTxt,"R4G4B4A4");\r
+ else if(iTexQuality==2) strcat(szTxt,"R5G5B5A1");\r
+ else if(iTexQuality==3) strcat(szTxt,"R8G8A8A8");\r
+ else if(iTexQuality==4) strcat(szTxt,"B8G8R8A8");\r
+ if(!hW && bGLExt) strcat(szTxt," (packed pixels)\r\n");\r
+ else strcat(szTxt,"\r\n");\r
+ strcat(pB,szTxt);\r
+ if(!hW)\r
+ {\r
+ sprintf(szTxt,"- Filtering: %d - edge clamping ",iFilterType);\r
+ if(iClampType==GL_TO_EDGE_CLAMP) strcat(szTxt,"supported\r\n");\r
+ else strcat(szTxt,"NOT supported\r\n");\r
+ }\r
+ else sprintf(szTxt,"- iFiltering: %d\r\n",iFilterType);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Hi-Res textures: %d\r\n",iHiResTextures);\r
+ strcat(pB,szTxt); \r
+ if(!hW)\r
+ {\r
+ sprintf(szTxt,"- Palettized tex windows: %s\r\n",szO[iUsePalTextures]);\r
+ strcat(pB,szTxt); \r
+ }\r
+ !*/\r
+ /*sprintf(szTxt,"- VRam size: %d MBytes",iVRamSize);\r
+ if(!hW)\r
+ sprintf(szTxt+strlen(szTxt)," - %d textures usable\r\n\r\n",iSortTexCnt);\r
+ else strcat(szTxt,"\r\n\r\n");\r
+ strcat(pB,szTxt);\r
+ //----------------------------------------------------//\r
+ sprintf(szTxt,"Framerate:\r\n- FPS limitation: %s\r\n",szO[bUseFrameLimit]);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Frame skipping: %s\r\n",szO[bUseFrameSkip]);\r
+ strcat(pB,szTxt);\r
+ if(iFrameLimit==2)\r
+ strcpy(szTxt,"- FPS limit: Auto\r\n\r\n");\r
+ else sprintf(szTxt,"- FPS limit: %.1f\r\n\r\n",fFrameRate);\r
+ strcat(pB,szTxt);\r
+ //----------------------------------------------------//\r
+ sprintf(szTxt,"Compatibility:\r\n- Offscreen drawing: %d\r\n",iOffscreenDrawing);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Framebuffer texture: %d",iFrameTexType);\r
+ if(!hW && iFrameTexType==2)\r
+ {\r
+ if(gTexFrameName) strcat(szTxt," - texture created\r\n");\r
+ else strcat(szTxt," - not used yet\r\n");\r
+ }\r
+ else strcat(szTxt,"\r\n");\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Framebuffer access: %d\r\n",iFrameReadType);\r
+ strcat(pB,szTxt);\r
+// sprintf(szTxt,"- Alpha multipass: %s\r\n",szO[bOpaquePass]);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Mask bit: %s\r\n",szO[iUseMask]);\r
+ strcat(pB,szTxt);\r
+ //sprintf(szTxt,"- Advanced blending: %s",szO[bAdvancedBlend]);\r
+ //if(!hW && bAdvancedBlend)\r
+// {\r
+// if(bGLBlend) strcat(szTxt," (hardware)\r\n");\r
+// else strcat(szTxt," (software)\r\n");\r
+// }\r
+ strcat(szTxt,"\r\n");\r
+ strcat(pB,szTxt);\r
+\r
+ if(!hW)\r
+ {\r
+ strcpy(szTxt,"- Subtractive blending: ");\r
+// if(glBlendEquationEXTEx)\r
+// {\r
+// if(bUseMultiPass) strcat(szTxt,"supported, but not used!");\r
+// else strcat(szTxt,"activated");\r
+// }\r
+ strcat(szTxt," NOT supported!");\r
+ strcat(szTxt,"\r\n\r\n");\r
+ }\r
+ else strcpy(szTxt,"\r\n");\r
+ \r
+ strcat(pB,szTxt); \r
+ //----------------------------------------------------//\r
+ sprintf(szTxt,"Misc:\r\n- Scanlines: %s",szO[iUseScanLines]);\r
+ strcat(pB,szTxt);\r
+ if(iUseScanLines) sprintf(szTxt," [%d]\r\n",iScanBlend);\r
+ else strcpy(szTxt,"\r\n");\r
+ strcat(pB,szTxt);\r
+// sprintf(szTxt,"- Line mode: %s\r\n",szO[bUseLines]);\r
+ strcat(pB,szTxt);\r
+// sprintf(szTxt,"- Line AA: %s\r\n",szO[bUseAntiAlias]);\r
+// fwrite(szTxt,lstrlen(szTxt),1,txtfile);\r
+ sprintf(szTxt,"- Unfiltered FB: %s\r\n",szO[bUseFastMdec]);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- 15 bit FB: %s\r\n",szO[bUse15bitMdec]);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Dithering: %s\r\n",szO[bDrawDither]);\r
+ strcat(pB,szTxt);\r
+ sprintf(szTxt,"- Screen smoothing: %s",szO[iBlurBuffer]);\r
+ strcat(pB,szTxt);\r
+ if(!hW && iBlurBuffer) \r
+ {\r
+ if(gTexBlurName) strcat(pB," - supported\r\n");\r
+ else strcat(pB," - not supported\r\n");\r
+ }\r
+ else strcat(pB,"\r\n");\r
+ sprintf(szTxt,"- Game fixes: %s [%08lx]\r\n",szO[bUseFixes],dwCfgFixes);\r
+ strcat(pB,szTxt);\r
+ //----------------------------------------------------//\r
+*/ return pB;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// save text infos to file\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DoTextSnapShot(int iNum)\r
+{\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// saves screen bitmap to file\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DoSnapShot(void)\r
+{\r
+} \r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUmakeSnapshot(void)\r
+#else\r
+void CALLBACK GPU_makeSnapshot(void)\r
+#endif\r
+{\r
+ //bSnapShot = TRUE;\r
+} \r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// GPU INIT... here starts it all (first func called by emu)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUinit()\r
+#else\r
+long CALLBACK GPU_init()\r
+#endif\r
+{\r
+memset(ulStatusControl,0,256*sizeof(unsigned long));\r
+\r
+#ifdef _WINDOWS\r
+iResX=240;iResY=320;\r
+#endif\r
+bChangeRes=FALSE;\r
+#ifdef _WINDOWS\r
+bWindowMode=TRUE;\r
+#else\r
+bWindowMode=FALSE;\r
+#endif \r
+#ifdef _WINDOWS\r
+iWinSize=MAKELONG(iResX,iResY);\r
+#endif\r
+\r
+bKeepRatio = TRUE;\r
+// different ways of accessing PSX VRAM\r
+\r
+psxVSecure=(u8 *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security\r
+if(!psxVSecure) return -1;\r
+\r
+psxVub=psxVSecure+512*1024; // security offset into double sized psx vram!\r
+psxVsb=(signed char *)psxVub;\r
+psxVsw=(signed short *)psxVub;\r
+psxVsl=(signed long *)psxVub;\r
+psxVuw=(unsigned short *)psxVub;\r
+psxVul=(unsigned long *)psxVub;\r
+\r
+psxVuw_eom=psxVuw+1024*iGPUHeight; // pre-calc of end of vram\r
+\r
+memset(psxVSecure,0x00,(iGPUHeight*2)*1024 + (1024*1024));\r
+memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));\r
+\r
+InitFrameCap(); // init frame rate stuff\r
+\r
+PSXDisplay.RGB24 = 0; // init vars\r
+PreviousPSXDisplay.RGB24= 0;\r
+PSXDisplay.Interlaced = 0;\r
+PSXDisplay.InterlacedTest=0;\r
+PSXDisplay.DrawOffset.x = 0;\r
+PSXDisplay.DrawOffset.y = 0;\r
+PSXDisplay.DrawArea.x0 = 0;\r
+PSXDisplay.DrawArea.y0 = 0;\r
+PSXDisplay.DrawArea.x1 = 320;\r
+PSXDisplay.DrawArea.y1 = 240;\r
+PSXDisplay.DisplayMode.x= 320;\r
+PSXDisplay.DisplayMode.y= 240;\r
+PSXDisplay.Disabled = FALSE;\r
+PreviousPSXDisplay.Range.x0 =0;\r
+PreviousPSXDisplay.Range.x1 =0;\r
+PreviousPSXDisplay.Range.y0 =0;\r
+PreviousPSXDisplay.Range.y1 =0;\r
+PSXDisplay.Range.x0=0;\r
+PSXDisplay.Range.x1=0;\r
+PSXDisplay.Range.y0=0;\r
+PSXDisplay.Range.y1=0;\r
+PreviousPSXDisplay.DisplayPosition.x = 1;\r
+PreviousPSXDisplay.DisplayPosition.y = 1;\r
+PSXDisplay.DisplayPosition.x = 1;\r
+PSXDisplay.DisplayPosition.y = 1;\r
+PreviousPSXDisplay.DisplayModeNew.y=0;\r
+PSXDisplay.Double=1;\r
+GPUdataRet=0x400;\r
+\r
+PSXDisplay.DisplayModeNew.x=0;\r
+PSXDisplay.DisplayModeNew.y=0;\r
+\r
+//PreviousPSXDisplay.Height = PSXDisplay.Height = 239;\r
+\r
+iDataWriteMode = DR_NORMAL;\r
+\r
+// Reset transfer values, to prevent mis-transfer of data\r
+memset(&VRAMWrite,0,sizeof(VRAMLoad_t));\r
+memset(&VRAMRead,0,sizeof(VRAMLoad_t));\r
+\r
+// device initialised already !\r
+//lGPUstatusRet = 0x74000000;\r
+\r
+STATUSREG = 0x14802000;\r
+GPUIsIdle;\r
+GPUIsReadyForCommands;\r
+\r
+return 0;\r
+} \r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// GPU OPEN: funcs to open up the gpu display (Windows)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+\r
+void ChangeDesktop() // change destop resolution\r
+{\r
+ DEVMODE dv;long lRes,iTry=0; \r
+\r
+ while(iTry<10) // keep on hammering...\r
+ {\r
+ memset(&dv,0,sizeof(DEVMODE));\r
+ dv.dmSize=sizeof(DEVMODE);\r
+ dv.dmBitsPerPel=iColDepth;\r
+ dv.dmPelsWidth=iResX;\r
+ dv.dmPelsHeight=iResY;\r
+\r
+ dv.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;\r
+\r
+ lRes=ChangeDisplaySettings(&dv,0); // ...hammering the anvil\r
+\r
+ if(lRes==DISP_CHANGE_SUCCESSFUL) return;\r
+ iTry++;Sleep(10);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// OPEN interface func: attention! \r
+// some emus are calling this func in their main Window thread,\r
+// but all other interface funcs (to draw stuff) in a different thread!\r
+// that's a problem, since OGL is thread safe! Therefore we cannot \r
+// initialize the OGL stuff right here, we simply set a "bIsFirstFrame = TRUE"\r
+// flag, to initialize OGL on the first real draw call.\r
+// btw, we also call this open func ourselfes, each time when the user \r
+// is changing between fullscreen/window mode (ENTER key)\r
+// btw part 2: in windows the plugin gets the window handle from the\r
+// main emu, and doesn't create it's own window (if it would do it,\r
+// some PAD or SPU plugins would not work anymore)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+HMENU hPSEMenu=NULL;\r
+\r
+long CALLBACK GPUopen(HWND hwndGPU) \r
+#else\r
+long CALLBACK GPU_open(int hwndGPU) \r
+#endif\r
+{\r
+ #ifdef _WINDOWS\r
+ HDC hdc;RECT r;DEVMODE dv;\r
+\r
+ hWWindow = hwndGPU; // store hwnd globally\r
+ #endif\r
+ // InitKeyHandler(); // init key handler (subclass window)\r
+\r
+\r
+\r
+ \r
+ \r
+ #ifdef _WINDOWS\r
+ iResX=240;iResY=320;\r
+ #endif\r
+ iColDepth=32;\r
+ bChangeRes=FALSE;\r
+ #ifdef _WINDOWS\r
+ bWindowMode=TRUE;\r
+ #else\r
+ bWindowMode=FALSE;\r
+ #endif \r
+ bFullVRam=FALSE;\r
+ iFilterType=0;\r
+ // bAdvancedBlend=FALSE;\r
+ bDrawDither=FALSE;\r
+ // bUseLines=FALSE;\r
+ bUseFrameLimit=FALSE;\r
+ bUseFrameSkip=FALSE;\r
+ iFrameLimit=0;\r
+ fFrameRate=50.0f;\r
+ iOffscreenDrawing=0;\r
+ //bOpaquePass=FALSE;\r
+ //bUseAntiAlias=FALSE;\r
+ //iTexQuality=0;\r
+ #ifdef _WINDOWS\r
+ iWinSize=MAKELONG(iResX,iResY);\r
+ #endif\r
+ iUseMask=0;\r
+ iZBufferDepth=0;\r
+ bUseFastMdec=FALSE;\r
+ bUse15bitMdec=FALSE;\r
+ dwCfgFixes=0;\r
+ bUseFixes=FALSE;\r
+ // iUseScanLines=0;\r
+ iFrameTexType=0;\r
+ iFrameReadType=0;\r
+ //iShowFPS=0;\r
+ bKeepRatio=TRUE;\r
+ iScanBlend=0;\r
+ iVRamSize=0;\r
+ iTexGarbageCollection=0;\r
+ iBlurBuffer=0; \r
+ //iHiResTextures=0;\r
+ iNoScreenSaver=0;\r
+ //iForceVSync=0;\r
+\r
+\r
+\r
+#ifdef _WINDOWS\r
+ memset(&dv,0,sizeof(DEVMODE));\r
+ dv.dmSize=sizeof(DEVMODE);\r
+ EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dv);\r
+#endif\r
+ bIsFirstFrame = TRUE; // flag: we have to init OGL later in windows!\r
+\r
+#ifdef _WINDOWS\r
+ if(bWindowMode) // win mode?\r
+ {\r
+ DWORD dw=GetWindowLong(hWWindow, GWL_STYLE); // -> adjust wnd style (owndc needed by some stupid ogl drivers)\r
+ dw&=~WS_THICKFRAME;\r
+ dw|=WS_BORDER|WS_CAPTION|CS_OWNDC;\r
+ SetWindowLong(hWWindow, GWL_STYLE, dw);\r
+\r
+ hPSEMenu=GetMenu(hWWindow); // -> hide emu menu (if any)\r
+ if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);\r
+\r
+ iResX=LOWORD(iWinSize);iResY=HIWORD(iWinSize);\r
+ ShowWindow(hWWindow,SW_SHOWNORMAL);\r
+\r
+ MoveWindow(hWWindow, // -> center wnd\r
+ GetSystemMetrics(SM_CXFULLSCREEN)/2-iResX/2,\r
+ GetSystemMetrics(SM_CYFULLSCREEN)/2-iResY/2,\r
+ iResX+GetSystemMetrics(SM_CXFIXEDFRAME)+3,\r
+ iResY+GetSystemMetrics(SM_CYFIXEDFRAME)+GetSystemMetrics(SM_CYCAPTION)+3,\r
+ TRUE);\r
+ UpdateWindow(hWWindow); // -> let windows do some update\r
+\r
+ if(dv.dmBitsPerPel==16 || dv.dmBitsPerPel==32) // -> overwrite user color info with desktop color info\r
+ iColDepth=dv.dmBitsPerPel;\r
+ }\r
+ else // fullscreen mode:\r
+ {\r
+ if(dv.dmBitsPerPel!=(unsigned int)iColDepth || // -> check, if we have to change resolution\r
+ dv.dmPelsWidth !=(unsigned int)iResX ||\r
+ dv.dmPelsHeight!=(unsigned int)iResY)\r
+ bChangeRes=TRUE; else bChangeRes=FALSE;\r
+\r
+ if(bChangeRes) ChangeDesktop(); // -> change the res (had to do an own func because of some MS 'optimizations')\r
+\r
+ SetWindowLong(hWWindow, GWL_STYLE, CS_OWNDC); // -> adjust wnd style as well (to be sure)\r
+ \r
+ hPSEMenu=GetMenu(hWWindow); // -> hide menu\r
+ if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);\r
+ ShowWindow(hWWindow,SW_SHOWMAXIMIZED); // -> max mode\r
+ }\r
+#endif\r
+ rRatioRect.left = rRatioRect.top=0;\r
+ rRatioRect.right = iResX;\r
+ rRatioRect.bottom = iResY;\r
+\r
+#ifdef _WINDOWS\r
+ r.left=r.top=0;r.right=iResX;r.bottom=iResY; // hack for getting a clean black window until OGL gets initialized\r
+ hdc = GetDC(hWWindow);\r
+ FillRect(hdc,&r,(HBRUSH)GetStockObject(BLACK_BRUSH));\r
+ bSetupPixelFormat(hdc);\r
+ ReleaseDC(hWWindow,hdc);\r
+#endif\r
+ bDisplayNotSet = TRUE; \r
+ bSetClip=TRUE;\r
+\r
+ SetFixes(); // setup game fixes\r
+\r
+ InitializeTextureStore(); // init texture mem\r
+\r
+// lGPUstatusRet = 0x74000000;\r
+\r
+// with some emus, we could do the OGL init right here... oh my\r
+// if(bIsFirstFrame) GLinitialize();\r
+\r
+ return 0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// close\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUclose() // WINDOWS CLOSE\r
+{\r
+// ExitKeyHandler();\r
+\r
+ GLcleanup(); // close OGL\r
+\r
+ if(bChangeRes) // change res back\r
+ ChangeDisplaySettings(NULL,0);\r
+\r
+ if(hPSEMenu) // set menu again\r
+ SetMenu(hWWindow,hPSEMenu);\r
+\r
+ if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory\r
+ pGfxCardScreen=0;\r
+\r
+// if(iNoScreenSaver) EnableScreenSaver(TRUE); // enable screen saver again\r
+\r
+ return 0;\r
+}\r
+\r
+#else\r
+\r
+long GPU_close() // LINUX CLOSE\r
+{\r
+ GLcleanup(); // close OGL\r
+\r
+ if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory\r
+ pGfxCardScreen=0;\r
+\r
+// osd_close_display(); // destroy display\r
+\r
+ return 0;\r
+}\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// I shot the sheriff... last function called from emu \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUshutdown()\r
+#else\r
+long CALLBACK GPU_shutdown()\r
+#endif\r
+{\r
+ if(psxVSecure) free(psxVSecure); // kill emulated vram memory\r
+ psxVSecure=0;\r
+\r
+ return 0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// paint it black: simple func to clean up optical border garbage\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PaintBlackBorders(void)\r
+{\r
+ short s;\r
+\r
+ glDisable(GL_SCISSOR_TEST);\r
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}\r
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
+ glDisable(GL_ALPHA_TEST);\r
+\r
+ glEnable(GL_ALPHA_TEST);\r
+ glEnable(GL_SCISSOR_TEST);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// helper to draw scanlines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+__inline void XPRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// scanlines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetScanLines(void)\r
+{\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// blur, babe, blur (heavy performance hit for a so-so fullscreen effect)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Update display (swap buffers)... called in interlaced mode on \r
+// every emulated vsync, otherwise whenever the displayed screen region\r
+// has been changed\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+int iLastRGB24=0; // special vars for checking when to skip two display updates\r
+int iSkipTwo=0;\r
+void GPU_vSinc(void){\r
+updateDisplay();\r
+}\r
+void updateDisplay(void) // UPDATE DISPLAY\r
+{\r
+BOOL bBlur=FALSE;\r
+\r
+#ifdef _WINDOWS\r
+HDC hdc=GetDC(hWWindow); // windows:\r
+wglMakeCurrent(hdc,GLCONTEXT); // -> make context current again\r
+#endif\r
+\r
+bFakeFrontBuffer=FALSE;\r
+bRenderFrontBuffer=FALSE;\r
+\r
+if(iRenderFVR) // frame buffer read fix mode still active?\r
+ {\r
+ iRenderFVR--; // -> if some frames in a row without read access: turn off mode\r
+ if(!iRenderFVR) bFullVRam=FALSE;\r
+ }\r
+\r
+if(iLastRGB24 && iLastRGB24!=PSXDisplay.RGB24+1) // (mdec) garbage check\r
+ {\r
+ iSkipTwo=2; // -> skip two frames to avoid garbage if color mode changes\r
+ }\r
+iLastRGB24=0;\r
+\r
+if(PSXDisplay.RGB24)// && !bNeedUploadAfter) // (mdec) upload wanted?\r
+ {\r
+ PrepareFullScreenUpload(-1);\r
+ UploadScreen(PSXDisplay.Interlaced); // -> upload whole screen from psx vram\r
+ bNeedUploadTest=FALSE;\r
+ bNeedInterlaceUpdate=FALSE;\r
+ bNeedUploadAfter=FALSE;\r
+ bNeedRGB24Update=FALSE;\r
+ }\r
+else\r
+if(bNeedInterlaceUpdate) // smaller upload?\r
+ {\r
+ bNeedInterlaceUpdate=FALSE;\r
+ xrUploadArea=xrUploadAreaIL; // -> upload this rect\r
+ UploadScreen(TRUE);\r
+ }\r
+\r
+if(dwActFixes&512) bCheckFF9G4(NULL); // special game fix for FF9 \r
+\r
+if(PreviousPSXDisplay.Range.x0|| // paint black borders around display area, if needed\r
+ PreviousPSXDisplay.Range.y0)\r
+ PaintBlackBorders();\r
+\r
+if(PSXDisplay.Disabled) // display disabled?\r
+ {\r
+ // moved here\r
+ glDisable(GL_SCISSOR_TEST); \r
+ glClearColor(0,0,0,128); // -> clear whole backbuffer\r
+ glClear(uiBufferBits);\r
+ glEnable(GL_SCISSOR_TEST); \r
+ gl_z=0.0f;\r
+ bDisplayNotSet = TRUE;\r
+ }\r
+\r
+if(iSkipTwo) // we are in skipping mood?\r
+ {\r
+ iSkipTwo--;\r
+ iDrawnSomething=0; // -> simply lie about something drawn\r
+ }\r
+\r
+//if(iBlurBuffer && !bSkipNextFrame) // "blur display" activated?\r
+// {BlurBackBuffer();bBlur=TRUE;} // -> blur it\r
+\r
+// if(iUseScanLines) SetScanLines(); // "scan lines" activated? do it\r
+\r
+// if(usCursorActive) ShowGunCursor(); // "gun cursor" wanted? show 'em\r
+\r
+if(dwActFixes&128) // special FPS limitation mode?\r
+ {\r
+ if(bUseFrameLimit) PCFrameCap(); // -> ok, do it\r
+// if(bUseFrameSkip || ulKeybits&KEY_SHOWFPS) \r
+ PCcalcfps(); \r
+ }\r
+\r
+// if(gTexPicName) DisplayPic(); // some gpu info picture active? display it\r
+\r
+// if(bSnapShot) DoSnapShot(); // snapshot key pressed? cheeeese :)\r
+\r
+// if(ulKeybits&KEY_SHOWFPS) // wanna see FPS?\r
+ {\r
+// sprintf(szDispBuf,"%06.1f",fps_cur);\r
+// DisplayText(); // -> show it\r
+ }\r
+\r
+//----------------------------------------------------//\r
+// main buffer swapping (well, or skip it)\r
+\r
+if(bUseFrameSkip) // frame skipping active ?\r
+ {\r
+ if(!bSkipNextFrame) \r
+ {\r
+ if(iDrawnSomething)\r
+#ifdef _WINDOWS\r
+ SwapBuffers(wglGetCurrentDC()); // -> to skip or not to skip\r
+#else\r
+ eglSwapBuffers(display,surface);\r
+#endif\r
+ }\r
+ if(dwActFixes&0x180) // -> special old frame skipping: skip max one in a row\r
+ {\r
+ if((fps_skip < fFrameRateHz) && !(bSkipNextFrame)) \r
+ {bSkipNextFrame = TRUE; fps_skip=fFrameRateHz;}\r
+ else bSkipNextFrame = FALSE;\r
+ }\r
+ else FrameSkip();\r
+ }\r
+else // no skip ?\r
+ {\r
+ if(iDrawnSomething)\r
+#ifdef _WINDOWS\r
+ SwapBuffers(wglGetCurrentDC()); // -> swap\r
+#else\r
+ eglSwapBuffers(display,surface);\r
+#endif\r
+ }\r
+\r
+iDrawnSomething=0;\r
+\r
+//----------------------------------------------------//\r
+\r
+if(lClearOnSwap) // clear buffer after swap?\r
+ {\r
+ GLclampf g,b,r;\r
+\r
+ if(bDisplayNotSet) // -> set new vals\r
+ SetOGLDisplaySettings(1);\r
+\r
+ g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f; // -> get col\r
+ b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;\r
+ r=((GLclampf)RED(lClearOnSwapColor))/255.0f;\r
+ \r
+ glDisable(GL_SCISSOR_TEST); \r
+ glClearColor(r,g,b,128); // -> clear \r
+ glClear(uiBufferBits);\r
+ glEnable(GL_SCISSOR_TEST); \r
+ lClearOnSwap=0; // -> done\r
+ }\r
+else \r
+ {\r
+// if(bBlur) UnBlurBackBuffer(); // unblur buff, if blurred before\r
+\r
+ if(iZBufferDepth) // clear zbuffer as well (if activated)\r
+ {\r
+ glDisable(GL_SCISSOR_TEST); \r
+ glClear(GL_DEPTH_BUFFER_BIT);\r
+ glEnable(GL_SCISSOR_TEST); \r
+ }\r
+ }\r
+gl_z=0.0f;\r
+\r
+//----------------------------------------------------//\r
+// additional uploads immediatly after swapping\r
+\r
+if(bNeedUploadAfter) // upload wanted?\r
+ {\r
+ bNeedUploadAfter=FALSE; \r
+ bNeedUploadTest=FALSE;\r
+ UploadScreen(-1); // -> upload\r
+ }\r
+\r
+if(bNeedUploadTest)\r
+ {\r
+ bNeedUploadTest=FALSE;\r
+ if(PSXDisplay.InterlacedTest &&\r
+ //iOffscreenDrawing>2 &&\r
+ PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&\r
+ PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&\r
+ PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&\r
+ PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)\r
+ {\r
+ PrepareFullScreenUpload(TRUE);\r
+ UploadScreen(TRUE);\r
+ }\r
+ }\r
+\r
+//----------------------------------------------------//\r
+// rumbling (main emu pad effect)\r
+\r
+if(iRumbleTime) // shake screen by modifying view port\r
+ {\r
+ int i1=0,i2=0,i3=0,i4=0;\r
+\r
+ iRumbleTime--;\r
+ if(iRumbleTime) \r
+ {\r
+ i1=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); \r
+ i2=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); \r
+ i3=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); \r
+ i4=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2); \r
+ }\r
+\r
+ glViewport(rRatioRect.left+i1, \r
+ iResY-(rRatioRect.top+rRatioRect.bottom)+i2,\r
+ rRatioRect.right+i3, \r
+ rRatioRect.bottom+i4); \r
+ }\r
+\r
+//----------------------------------------------------//\r
+\r
+\r
+\r
+// if(ulKeybits&KEY_RESETTEXSTORE) ResetStuff(); // reset on gpu mode changes? do it before next frame is filled\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// update front display: smaller update func, if something has changed \r
+// in the frontbuffer... dirty, but hey... real men know no pain\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void updateFrontDisplay(void)\r
+{\r
+if(PreviousPSXDisplay.Range.x0||\r
+ PreviousPSXDisplay.Range.y0)\r
+ PaintBlackBorders();\r
+\r
+//if(iBlurBuffer) BlurBackBuffer();\r
+\r
+//if(iUseScanLines) SetScanLines();\r
+\r
+// if(usCursorActive) ShowGunCursor();\r
+\r
+bFakeFrontBuffer=FALSE;\r
+bRenderFrontBuffer=FALSE;\r
+\r
+// if(gTexPicName) DisplayPic();\r
+// if(ulKeybits&KEY_SHOWFPS) DisplayText();\r
+\r
+#ifdef _WINDOWS\r
+ { // windows: \r
+ HDC hdc=GetDC(hWWindow);\r
+ wglMakeCurrent(hdc,GLCONTEXT); // -> make current again\r
+ if(iDrawnSomething)\r
+ SwapBuffers(wglGetCurrentDC()); // -> swap\r
+ ReleaseDC(hWWindow,hdc); // -> ! important !\r
+ }\r
+#else\r
+if(iDrawnSomething) // linux:\r
+ eglSwapBuffers(display,surface);\r
+#endif\r
+\r
+//if(iBlurBuffer) UnBlurBackBuffer();\r
+}\r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+// check if update needed\r
+////////////////////////////////////////////////////////////////////////\r
+void ChangeDispOffsetsX(void) // CENTER X\r
+{\r
+long lx,l;short sO;\r
+\r
+if(!PSXDisplay.Range.x1) return; // some range given?\r
+\r
+l=PSXDisplay.DisplayMode.x;\r
+\r
+l*=(long)PSXDisplay.Range.x1; // some funky calculation\r
+l/=2560;lx=l;l&=0xfffffff8;\r
+\r
+if(l==PreviousPSXDisplay.Range.x1) return; // some change?\r
+\r
+sO=PreviousPSXDisplay.Range.x0; // store old\r
+\r
+if(lx>=PSXDisplay.DisplayMode.x) // range bigger?\r
+ {\r
+ PreviousPSXDisplay.Range.x1= // -> take display width\r
+ PSXDisplay.DisplayMode.x;\r
+ PreviousPSXDisplay.Range.x0=0; // -> start pos is 0\r
+ }\r
+else // range smaller? center it\r
+ {\r
+ PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned)\r
+ PreviousPSXDisplay.Range.x0= // -> calc start pos\r
+ (PSXDisplay.Range.x0-500)/8;\r
+ if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet\r
+ PreviousPSXDisplay.Range.x0=0;\r
+\r
+ if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much\r
+ PSXDisplay.DisplayMode.x)\r
+ {\r
+ PreviousPSXDisplay.Range.x0= // -> adjust start\r
+ PSXDisplay.DisplayMode.x-lx;\r
+ PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width\r
+ } \r
+ }\r
+\r
+if(sO!=PreviousPSXDisplay.Range.x0) // something changed?\r
+ {\r
+ bDisplayNotSet=TRUE; // -> recalc display stuff\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ChangeDispOffsetsY(void) // CENTER Y\r
+{\r
+int iT;short sO; // store previous y size\r
+\r
+if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC\r
+\r
+if(PSXDisplay.Range.y0>=iT) // crossed the security line? :)\r
+ {\r
+ PreviousPSXDisplay.Range.y1= // -> store width\r
+ PSXDisplay.DisplayModeNew.y;\r
+ \r
+ sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset\r
+ if(sO<0) sO=0;\r
+\r
+ PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too\r
+ }\r
+else sO=0; // else no offset\r
+\r
+if(sO!=PreviousPSXDisplay.Range.y0) // something changed?\r
+ {\r
+ PreviousPSXDisplay.Range.y0=sO;\r
+ bDisplayNotSet=TRUE; // -> recalc display stuff\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Aspect ratio of ogl screen: simply adjusting ogl view port\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetAspectRatio(void)\r
+{\r
+float xs,ys,s;RECT r;\r
+\r
+if(!PSXDisplay.DisplayModeNew.x) return;\r
+if(!PSXDisplay.DisplayModeNew.y) return;\r
+\r
+xs=(float)iResX/(float)PSXDisplay.DisplayModeNew.x;\r
+ys=(float)iResY/(float)PSXDisplay.DisplayModeNew.y;\r
+\r
+s=min(xs,ys);\r
+r.right =(int)((float)PSXDisplay.DisplayModeNew.x*s);\r
+r.bottom=(int)((float)PSXDisplay.DisplayModeNew.y*s);\r
+if(r.right > iResX) r.right = iResX;\r
+if(r.bottom > iResY) r.bottom = iResY;\r
+if(r.right < 1) r.right = 1;\r
+if(r.bottom < 1) r.bottom = 1;\r
+\r
+r.left = (iResX-r.right)/2;\r
+r.top = (iResY-r.bottom)/2;\r
+\r
+if(r.bottom<rRatioRect.bottom ||\r
+ r.right <rRatioRect.right)\r
+ {\r
+ RECT rC;\r
+ glClearColor(0,0,0,128); \r
+\r
+ if(r.right <rRatioRect.right)\r
+ {\r
+ rC.left=0;\r
+ rC.top=0;\r
+ rC.right=r.left;\r
+ rC.bottom=iResY;\r
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+ glClear(uiBufferBits);\r
+ rC.left=iResX-rC.right;\r
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+ glClear(uiBufferBits);\r
+ }\r
+\r
+ if(r.bottom <rRatioRect.bottom)\r
+ {\r
+ rC.left=0;\r
+ rC.top=0;\r
+ rC.right=iResX;\r
+ rC.bottom=r.top;\r
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+ glClear(uiBufferBits);\r
+ rC.top=iResY-rC.bottom;\r
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+ glClear(uiBufferBits);\r
+ }\r
+ \r
+ bSetClip=TRUE;\r
+ bDisplayNotSet=TRUE;\r
+ }\r
+\r
+rRatioRect=r;\r
+\r
+\r
+glViewport(rRatioRect.left,\r
+ iResY-(rRatioRect.top+rRatioRect.bottom),\r
+ rRatioRect.right,\r
+ rRatioRect.bottom); // init viewport\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// big ass check, if an ogl swap buffer is needed\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void updateDisplayIfChanged(void)\r
+{\r
+BOOL bUp;\r
+\r
+if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) && \r
+ (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))\r
+ {\r
+ if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) && \r
+ (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew)) \r
+ return; // nothing has changed? fine, no swap buffer needed\r
+ }\r
+else // some res change?\r
+ {\r
+ glLoadIdentity();\r
+ glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution\r
+ PSXDisplay.DisplayModeNew.y, 0, -1, 1);\r
+ if(bKeepRatio) SetAspectRatio();\r
+ }\r
+\r
+bDisplayNotSet = TRUE; // re-calc offsets/display area\r
+\r
+bUp=FALSE;\r
+if(PSXDisplay.RGB24!=PSXDisplay.RGB24New) // clean up textures, if rgb mode change (usually mdec on/off)\r
+ {\r
+ PreviousPSXDisplay.RGB24=0; // no full 24 frame uploaded yet\r
+ ResetTextureArea(FALSE);\r
+ bUp=TRUE;\r
+ }\r
+\r
+PSXDisplay.RGB24 = PSXDisplay.RGB24New; // get new infos\r
+PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;\r
+PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;\r
+PSXDisplay.Interlaced = PSXDisplay.InterlacedNew;\r
+ \r
+PSXDisplay.DisplayEnd.x= // calc new ends\r
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;\r
+PSXDisplay.DisplayEnd.y=\r
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;\r
+PreviousPSXDisplay.DisplayEnd.x=\r
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;\r
+PreviousPSXDisplay.DisplayEnd.y=\r
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;\r
+\r
+ChangeDispOffsetsX();\r
+\r
+if(iFrameLimit==2) SetAutoFrameCap(); // set new fps limit vals (depends on interlace)\r
+\r
+if(bUp) updateDisplay(); // yeah, real update (swap buffer)\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// window mode <-> fullscreen mode (windows)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void ChangeWindowMode(void)\r
+{\r
+ GPUclose();\r
+ bWindowMode=!bWindowMode;\r
+ GPUopen(hWWindow);\r
+ bChangeWinMode=FALSE;\r
+}\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// swap update check (called by psx vsync function)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL bSwapCheck(void)\r
+{\r
+static int iPosCheck=0;\r
+static PSXPoint_t pO;\r
+static PSXPoint_t pD;\r
+static int iDoAgain=0;\r
+\r
+if(PSXDisplay.DisplayPosition.x==pO.x &&\r
+ PSXDisplay.DisplayPosition.y==pO.y &&\r
+ PSXDisplay.DisplayEnd.x==pD.x &&\r
+ PSXDisplay.DisplayEnd.y==pD.y)\r
+ iPosCheck++;\r
+else iPosCheck=0;\r
+\r
+pO=PSXDisplay.DisplayPosition;\r
+pD=PSXDisplay.DisplayEnd;\r
+\r
+if(iPosCheck<=4) return FALSE;\r
+\r
+iPosCheck=4;\r
+\r
+if(PSXDisplay.Interlaced) return FALSE;\r
+\r
+if (bNeedInterlaceUpdate||\r
+ bNeedRGB24Update ||\r
+ bNeedUploadAfter|| \r
+ bNeedUploadTest || \r
+ iDoAgain\r
+ )\r
+ {\r
+ iDoAgain=0;\r
+ if(bNeedUploadAfter) \r
+ iDoAgain=1;\r
+ if(bNeedUploadTest && PSXDisplay.InterlacedTest)\r
+ iDoAgain=1;\r
+\r
+ bDisplayNotSet = TRUE;\r
+ updateDisplay();\r
+\r
+ PreviousPSXDisplay.DisplayPosition.x=PSXDisplay.DisplayPosition.x;\r
+ PreviousPSXDisplay.DisplayPosition.y=PSXDisplay.DisplayPosition.y;\r
+ PreviousPSXDisplay.DisplayEnd.x=PSXDisplay.DisplayEnd.x;\r
+ PreviousPSXDisplay.DisplayEnd.y=PSXDisplay.DisplayEnd.y;\r
+ pO=PSXDisplay.DisplayPosition;\r
+ pD=PSXDisplay.DisplayEnd;\r
+\r
+ return TRUE;\r
+ }\r
+\r
+return FALSE;\r
+} \r
+////////////////////////////////////////////////////////////////////////\r
+// gun cursor func: player=0-7, x=0-511, y=0-255\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// update lace is called every VSync. Basically we limit frame rate \r
+// here, and in interlaced mode we swap ogl display buffers.\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+static unsigned short usFirstPos=2;\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUupdateLace(void)\r
+#else\r
+void CALLBACK GPU_updateLace(void)\r
+#endif\r
+{\r
+if(!(dwActFixes&0x1000)) \r
+ STATUSREG^=0x80000000; // interlaced bit toggle, if the CC game fix is not active (see gpuReadStatus)\r
+\r
+if(!(dwActFixes&128)) // normal frame limit func\r
+ CheckFrameRate();\r
+\r
+if(iOffscreenDrawing==4) // special check if high offscreen drawing is on\r
+ {\r
+ if(bSwapCheck()) return;\r
+ }\r
+\r
+if(PSXDisplay.Interlaced) // interlaced mode?\r
+ {\r
+ if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)\r
+ {\r
+ updateDisplay(); // -> swap buffers (new frame)\r
+ }\r
+ }\r
+else if(bRenderFrontBuffer) // no interlace mode? and some stuff in front has changed?\r
+ {\r
+ updateFrontDisplay(); // -> update front buffer\r
+ }\r
+else if(usFirstPos==1) // initial updates (after startup)\r
+ {\r
+ updateDisplay();\r
+ }\r
+\r
+#ifdef _WINDOWS\r
+if(bChangeWinMode) ChangeWindowMode();\r
+#endif\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// process read request from GPU status register\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+unsigned long CALLBACK GPUreadStatus(void)\r
+#else\r
+unsigned long CALLBACK GPU_readStatus(void)\r
+#endif\r
+{\r
+if(dwActFixes&0x1000) // CC game fix\r
+ {\r
+ static int iNumRead=0;\r
+ if((iNumRead++)==2)\r
+ {\r
+ iNumRead=0;\r
+ STATUSREG^=0x80000000; // interlaced bit toggle... we do it on every second read status... needed by some games (like ChronoCross)\r
+ }\r
+ }\r
+\r
+if(iFakePrimBusy) // 27.10.2007 - emulating some 'busy' while drawing... pfff... not perfect, but since our emulated dma is not done in an extra thread...\r
+ {\r
+ iFakePrimBusy--;\r
+\r
+ if(iFakePrimBusy&1) // we do a busy-idle-busy-idle sequence after/while drawing prims\r
+ {\r
+ GPUIsBusy;\r
+ GPUIsNotReadyForCommands;\r
+ }\r
+ else\r
+ {\r
+ GPUIsIdle;\r
+ GPUIsReadyForCommands;\r
+ }\r
+ }\r
+\r
+return STATUSREG;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// processes data send to GPU status register\r
+// these are always single packet commands.\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUwriteStatus(unsigned long gdata)\r
+#else\r
+void CALLBACK GPU_writeStatus(unsigned long gdata)\r
+#endif\r
+{\r
+unsigned long lCommand=(gdata>>24)&0xff;\r
+\r
+#ifdef _WINDOWS\r
+if(bIsFirstFrame) GLinitialize(); // real ogl startup (needed by some emus)\r
+#endif\r
+\r
+ulStatusControl[lCommand]=gdata;\r
+\r
+switch(lCommand)\r
+ {\r
+ //--------------------------------------------------//\r
+ // reset gpu\r
+ case 0x00:\r
+ memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));\r
+ lGPUstatusRet=0x14802000;\r
+ PSXDisplay.Disabled=1;\r
+ iDataWriteMode=iDataReadMode=DR_NORMAL;\r
+ PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;\r
+ drawX=drawY=0;drawW=drawH=0;\r
+ sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;\r
+ usMirror=0;\r
+ GlobalTextAddrX=0;GlobalTextAddrY=0;\r
+ GlobalTextTP=0;GlobalTextABR=0;\r
+ PSXDisplay.RGB24=FALSE;\r
+ PSXDisplay.Interlaced=FALSE;\r
+ bUsingTWin = FALSE;\r
+ return;\r
+\r
+ // dis/enable display\r
+ case 0x03: \r
+ PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;\r
+ PSXDisplay.Disabled = (gdata & 1);\r
+\r
+ if(PSXDisplay.Disabled) \r
+ STATUSREG|=GPUSTATUS_DISPLAYDISABLED;\r
+ else STATUSREG&=~GPUSTATUS_DISPLAYDISABLED;\r
+\r
+ if (iOffscreenDrawing==4 &&\r
+ PreviousPSXDisplay.Disabled && \r
+ !(PSXDisplay.Disabled))\r
+ {\r
+\r
+ if(!PSXDisplay.RGB24)\r
+ {\r
+ PrepareFullScreenUpload(TRUE);\r
+ UploadScreen(TRUE); \r
+ updateDisplay();\r
+ }\r
+ }\r
+\r
+ return;\r
+\r
+ // setting transfer mode\r
+ case 0x04:\r
+ gdata &= 0x03; // only want the lower two bits\r
+\r
+ iDataWriteMode=iDataReadMode=DR_NORMAL;\r
+ if(gdata==0x02) iDataWriteMode=DR_VRAMTRANSFER;\r
+ if(gdata==0x03) iDataReadMode =DR_VRAMTRANSFER;\r
+\r
+ STATUSREG&=~GPUSTATUS_DMABITS; // clear the current settings of the DMA bits\r
+ STATUSREG|=(gdata << 29); // set the DMA bits according to the received data\r
+\r
+ return;\r
+\r
+ // setting display position\r
+ case 0x05: \r
+ {\r
+ short sx=(short)(gdata & 0x3ff);\r
+ short sy;\r
+\r
+ if(iGPUHeight==1024)\r
+ {\r
+ if(dwGPUVersion==2) \r
+ sy = (short)((gdata>>12)&0x3ff);\r
+ else sy = (short)((gdata>>10)&0x3ff);\r
+ }\r
+ else sy = (short)((gdata>>10)&0x3ff); // really: 0x1ff, but we adjust it later\r
+\r
+ if (sy & 0x200) \r
+ {\r
+ sy|=0xfc00;\r
+ PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;\r
+ sy=0;\r
+ }\r
+ else PreviousPSXDisplay.DisplayModeNew.y=0;\r
+\r
+ if(sx>1000) sx=0;\r
+\r
+ if(usFirstPos)\r
+ {\r
+ usFirstPos--;\r
+ if(usFirstPos)\r
+ {\r
+ PreviousPSXDisplay.DisplayPosition.x = sx;\r
+ PreviousPSXDisplay.DisplayPosition.y = sy;\r
+ PSXDisplay.DisplayPosition.x = sx;\r
+ PSXDisplay.DisplayPosition.y = sy;\r
+ }\r
+ }\r
+\r
+ if(dwActFixes&8) \r
+ {\r
+ if((!PSXDisplay.Interlaced) &&\r
+ PreviousPSXDisplay.DisplayPosition.x == sx &&\r
+ PreviousPSXDisplay.DisplayPosition.y == sy)\r
+ return;\r
+\r
+ PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;\r
+ PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;\r
+ PreviousPSXDisplay.DisplayPosition.x = sx;\r
+ PreviousPSXDisplay.DisplayPosition.y = sy;\r
+ }\r
+ else\r
+ {\r
+ if((!PSXDisplay.Interlaced) &&\r
+ PSXDisplay.DisplayPosition.x == sx &&\r
+ PSXDisplay.DisplayPosition.y == sy)\r
+ return;\r
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;\r
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;\r
+ PSXDisplay.DisplayPosition.x = sx;\r
+ PSXDisplay.DisplayPosition.y = sy;\r
+ }\r
+\r
+ PSXDisplay.DisplayEnd.x=\r
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;\r
+ PSXDisplay.DisplayEnd.y=\r
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;\r
+\r
+ PreviousPSXDisplay.DisplayEnd.x=\r
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;\r
+ PreviousPSXDisplay.DisplayEnd.y=\r
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;\r
+\r
+ bDisplayNotSet = TRUE;\r
+\r
+ if (!(PSXDisplay.Interlaced))\r
+ {\r
+ updateDisplay();\r
+ }\r
+ else\r
+ if(PSXDisplay.InterlacedTest && \r
+ ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||\r
+ (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))\r
+ PSXDisplay.InterlacedTest--;\r
+\r
+ return;\r
+ }\r
+\r
+ // setting width\r
+ case 0x06:\r
+\r
+ PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;\r
+ PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;\r
+\r
+ PSXDisplay.Range.x1-=PSXDisplay.Range.x0;\r
+\r
+ ChangeDispOffsetsX();\r
+\r
+ return;\r
+\r
+ // setting height\r
+ case 0x07:\r
+\r
+ PreviousPSXDisplay.Height = PSXDisplay.Height;\r
+\r
+ PSXDisplay.Range.y0=gdata & 0x3ff;\r
+ PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;\r
+\r
+ PSXDisplay.Height = PSXDisplay.Range.y1 - \r
+ PSXDisplay.Range.y0 +\r
+ PreviousPSXDisplay.DisplayModeNew.y;\r
+\r
+ if (PreviousPSXDisplay.Height != PSXDisplay.Height)\r
+ {\r
+ PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;\r
+ ChangeDispOffsetsY();\r
+ updateDisplayIfChanged();\r
+ }\r
+ return;\r
+\r
+ // setting display infos\r
+ case 0x08:\r
+\r
+ PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];\r
+\r
+ if (gdata&0x04) PSXDisplay.Double=2;\r
+ else PSXDisplay.Double=1;\r
+ PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;\r
+\r
+ ChangeDispOffsetsY();\r
+ \r
+ PSXDisplay.PAL = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC\r
+ PSXDisplay.RGB24New = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor\r
+ PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace\r
+\r
+ STATUSREG&=~GPUSTATUS_WIDTHBITS; // clear the width bits\r
+\r
+ STATUSREG|=\r
+ (((gdata & 0x03) << 17) | \r
+ ((gdata & 0x40) << 10)); // set the width bits\r
+\r
+ PreviousPSXDisplay.InterlacedNew=FALSE;\r
+ if (PSXDisplay.InterlacedNew)\r
+ {\r
+ if(!PSXDisplay.Interlaced)\r
+ {\r
+ PSXDisplay.InterlacedTest=2;\r
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;\r
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;\r
+ PreviousPSXDisplay.InterlacedNew=TRUE;\r
+ }\r
+\r
+ STATUSREG|=GPUSTATUS_INTERLACED;\r
+ }\r
+ else \r
+ {\r
+ PSXDisplay.InterlacedTest=0;\r
+ STATUSREG&=~GPUSTATUS_INTERLACED;\r
+ }\r
+\r
+ if (PSXDisplay.PAL)\r
+ STATUSREG|=GPUSTATUS_PAL;\r
+ else STATUSREG&=~GPUSTATUS_PAL;\r
+\r
+ if (PSXDisplay.Double==2)\r
+ STATUSREG|=GPUSTATUS_DOUBLEHEIGHT;\r
+ else STATUSREG&=~GPUSTATUS_DOUBLEHEIGHT;\r
+\r
+ if (PSXDisplay.RGB24New)\r
+ STATUSREG|=GPUSTATUS_RGB24;\r
+ else STATUSREG&=~GPUSTATUS_RGB24;\r
+\r
+ updateDisplayIfChanged();\r
+\r
+ return;\r
+\r
+ //--------------------------------------------------//\r
+ // ask about GPU version and other stuff\r
+ case 0x10: \r
+\r
+ gdata&=0xff;\r
+\r
+ switch(gdata) \r
+ {\r
+ case 0x02:\r
+ GPUdataRet=ulGPUInfoVals[INFO_TW]; // tw infos\r
+ return;\r
+ case 0x03:\r
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWSTART]; // draw start\r
+ return;\r
+ case 0x04:\r
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWEND]; // draw end\r
+ return;\r
+ case 0x05:\r
+ case 0x06:\r
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWOFF]; // draw offset\r
+ return;\r
+ case 0x07:\r
+ if(dwGPUVersion==2)\r
+ GPUdataRet=0x01;\r
+ else GPUdataRet=0x02; // gpu type\r
+ return;\r
+ case 0x08:\r
+ case 0x0F: // some bios addr?\r
+ GPUdataRet=0xBFC03720;\r
+ return;\r
+ }\r
+ return;\r
+ //--------------------------------------------------//\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// vram read/write helpers\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL bNeedWriteUpload=FALSE;\r
+\r
+__inline void FinishedVRAMWrite(void)\r
+{\r
+ if(bNeedWriteUpload)\r
+ {\r
+ bNeedWriteUpload=FALSE;\r
+ CheckWriteUpdate();\r
+ }\r
+\r
+ // set register to NORMAL operation\r
+ iDataWriteMode = DR_NORMAL;\r
+\r
+ // reset transfer values, to prevent mis-transfer of data\r
+ VRAMWrite.ColsRemaining = 0;\r
+ VRAMWrite.RowsRemaining = 0;\r
+}\r
+\r
+__inline void FinishedVRAMRead(void)\r
+{\r
+ // set register to NORMAL operation\r
+ iDataReadMode = DR_NORMAL;\r
+ // reset transfer values, to prevent mis-transfer of data\r
+ VRAMRead.x = 0;\r
+ VRAMRead.y = 0;\r
+ VRAMRead.Width = 0;\r
+ VRAMRead.Height = 0;\r
+ VRAMRead.ColsRemaining = 0;\r
+ VRAMRead.RowsRemaining = 0;\r
+\r
+ // indicate GPU is no longer ready for VRAM data in the STATUS REGISTER\r
+ STATUSREG&=~GPUSTATUS_READYFORVRAM;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// vram read check ex (reading from card's back/frontbuffer if needed...\r
+// slow!)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CheckVRamReadEx(int x, int y, int dx, int dy)\r
+{\r
+ unsigned short sArea;\r
+ int ux,uy,udx,udy,wx,wy;\r
+ unsigned short * p1, *p2;\r
+ float XS,YS;\r
+ u8 * ps;\r
+ u8 * px;\r
+ unsigned short s,sx;\r
+\r
+ if(STATUSREG&GPUSTATUS_RGB24) return;\r
+\r
+ if(((dx > PSXDisplay.DisplayPosition.x) &&\r
+ (x < PSXDisplay.DisplayEnd.x) &&\r
+ (dy > PSXDisplay.DisplayPosition.y) &&\r
+ (y < PSXDisplay.DisplayEnd.y)))\r
+ sArea=0;\r
+ else\r
+ if((!(PSXDisplay.InterlacedTest) &&\r
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&\r
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&\r
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&\r
+ (y < PreviousPSXDisplay.DisplayEnd.y)))\r
+ sArea=1;\r
+ else \r
+ {\r
+ return;\r
+ }\r
+\r
+ //////////////\r
+\r
+ if(iRenderFVR)\r
+ {\r
+ bFullVRam=TRUE;iRenderFVR=2;return;\r
+ }\r
+ bFullVRam=TRUE;iRenderFVR=2;\r
+\r
+ //////////////\r
+\r
+ p2=0;\r
+\r
+ if(sArea==0)\r
+ {\r
+ ux=PSXDisplay.DisplayPosition.x;\r
+ uy=PSXDisplay.DisplayPosition.y;\r
+ udx=PSXDisplay.DisplayEnd.x-ux;\r
+ udy=PSXDisplay.DisplayEnd.y-uy;\r
+ if((PreviousPSXDisplay.DisplayEnd.x-\r
+ PreviousPSXDisplay.DisplayPosition.x)==udx &&\r
+ (PreviousPSXDisplay.DisplayEnd.y-\r
+ PreviousPSXDisplay.DisplayPosition.y)==udy)\r
+ p2=(psxVuw + (1024*PreviousPSXDisplay.DisplayPosition.y) + \r
+ PreviousPSXDisplay.DisplayPosition.x);\r
+ }\r
+ else\r
+ {\r
+ ux=PreviousPSXDisplay.DisplayPosition.x;\r
+ uy=PreviousPSXDisplay.DisplayPosition.y;\r
+ udx=PreviousPSXDisplay.DisplayEnd.x-ux;\r
+ udy=PreviousPSXDisplay.DisplayEnd.y-uy;\r
+ if((PSXDisplay.DisplayEnd.x-\r
+ PSXDisplay.DisplayPosition.x)==udx &&\r
+ (PSXDisplay.DisplayEnd.y-\r
+ PSXDisplay.DisplayPosition.y)==udy)\r
+ p2=(psxVuw + (1024*PSXDisplay.DisplayPosition.y) + \r
+ PSXDisplay.DisplayPosition.x);\r
+ }\r
+\r
+ p1=(psxVuw + (1024*uy) + ux);\r
+ if(p1==p2) p2=0;\r
+\r
+ x=0;y=0;\r
+ wx=dx=udx;wy=dy=udy;\r
+\r
+ if(udx<=0) return;\r
+ if(udy<=0) return;\r
+ if(dx<=0) return;\r
+ if(dy<=0) return;\r
+ if(wx<=0) return;\r
+ if(wy<=0) return;\r
+\r
+ XS=(float)rRatioRect.right/(float)wx;\r
+ YS=(float)rRatioRect.bottom/(float)wy;\r
+\r
+ dx=(int)((float)(dx)*XS);\r
+ dy=(int)((float)(dy)*YS);\r
+\r
+ if(dx>iResX) dx=iResX;\r
+ if(dy>iResY) dy=iResY;\r
+\r
+ if(dx<=0) return;\r
+ if(dy<=0) return;\r
+\r
+ // ogl y adjust\r
+ y=iResY-y-dy;\r
+\r
+ x+=rRatioRect.left;\r
+ y-=rRatioRect.top;\r
+\r
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;\r
+\r
+ if(!pGfxCardScreen)\r
+ {\r
+ glPixelStorei(GL_PACK_ALIGNMENT,1);\r
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ }\r
+\r
+ ps=pGfxCardScreen;\r
+ \r
+ //if(!sArea) glReadBuffer(GL_FRONT);\r
+\r
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);\r
+ \r
+ //if(!sArea) glReadBuffer(GL_BACK);\r
+\r
+ s=0;\r
+\r
+ XS=(float)dx/(float)(udx);\r
+ YS=(float)dy/(float)(udy+1);\r
+ \r
+ for(y=udy;y>0;y--)\r
+ {\r
+ for(x=0;x<udx;x++)\r
+ {\r
+ if(p1>=psxVuw && p1<psxVuw_eom)\r
+ {\r
+ px=ps+(3*((int)((float)x * XS))+\r
+ (3*dx)*((int)((float)y*YS)));\r
+ sx=(*px)>>3;px++;\r
+ s=sx;\r
+ sx=(*px)>>3;px++;\r
+ s|=sx<<5;\r
+ sx=(*px)>>3;\r
+ s|=sx<<10;\r
+ s&=~0x8000;\r
+ *p1=s;\r
+ }\r
+ if(p2>=psxVuw && p2<psxVuw_eom) *p2=s;\r
+\r
+ p1++;\r
+ if(p2) p2++;\r
+ }\r
+\r
+ p1 += 1024 - udx;\r
+ if(p2) p2 += 1024 - udx;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// vram read check (reading from card's back/frontbuffer if needed... \r
+// slow!)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)\r
+{\r
+ unsigned short sArea;unsigned short * p;\r
+ int ux,uy,udx,udy,wx,wy;float XS,YS;\r
+ u8 * ps, * px;\r
+ unsigned short s=0,sx;\r
+\r
+ if(STATUSREG&GPUSTATUS_RGB24) return;\r
+\r
+ if(((dx > PSXDisplay.DisplayPosition.x) &&\r
+ (x < PSXDisplay.DisplayEnd.x) &&\r
+ (dy > PSXDisplay.DisplayPosition.y) &&\r
+ (y < PSXDisplay.DisplayEnd.y)))\r
+ sArea=0;\r
+ else\r
+ if((!(PSXDisplay.InterlacedTest) &&\r
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&\r
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&\r
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&\r
+ (y < PreviousPSXDisplay.DisplayEnd.y)))\r
+ sArea=1;\r
+ else \r
+ {\r
+ return;\r
+ }\r
+\r
+ if(dwActFixes&0x40)\r
+ {\r
+ if(iRenderFVR)\r
+ {\r
+ bFullVRam=TRUE;iRenderFVR=2;return;\r
+ }\r
+ bFullVRam=TRUE;iRenderFVR=2;\r
+ }\r
+\r
+ ux=x;uy=y;udx=dx;udy=dy;\r
+\r
+ if(sArea==0)\r
+ {\r
+ x -=PSXDisplay.DisplayPosition.x;\r
+ dx-=PSXDisplay.DisplayPosition.x;\r
+ y -=PSXDisplay.DisplayPosition.y;\r
+ dy-=PSXDisplay.DisplayPosition.y;\r
+ wx=PSXDisplay.DisplayEnd.x-PSXDisplay.DisplayPosition.x;\r
+ wy=PSXDisplay.DisplayEnd.y-PSXDisplay.DisplayPosition.y;\r
+ }\r
+ else\r
+ {\r
+ x -=PreviousPSXDisplay.DisplayPosition.x;\r
+ dx-=PreviousPSXDisplay.DisplayPosition.x;\r
+ y -=PreviousPSXDisplay.DisplayPosition.y;\r
+ dy-=PreviousPSXDisplay.DisplayPosition.y;\r
+ wx=PreviousPSXDisplay.DisplayEnd.x-PreviousPSXDisplay.DisplayPosition.x;\r
+ wy=PreviousPSXDisplay.DisplayEnd.y-PreviousPSXDisplay.DisplayPosition.y;\r
+ }\r
+ if(x<0) {ux-=x;x=0;}\r
+ if(y<0) {uy-=y;y=0;}\r
+ if(dx>wx) {udx-=(dx-wx);dx=wx;}\r
+ if(dy>wy) {udy-=(dy-wy);dy=wy;}\r
+ udx-=ux;\r
+ udy-=uy;\r
+ \r
+ p=(psxVuw + (1024*uy) + ux);\r
+\r
+ if(udx<=0) return;\r
+ if(udy<=0) return;\r
+ if(dx<=0) return;\r
+ if(dy<=0) return;\r
+ if(wx<=0) return;\r
+ if(wy<=0) return;\r
+\r
+ XS=(float)rRatioRect.right/(float)wx;\r
+ YS=(float)rRatioRect.bottom/(float)wy;\r
+\r
+ dx=(int)((float)(dx)*XS);\r
+ dy=(int)((float)(dy)*YS);\r
+ x=(int)((float)x*XS);\r
+ y=(int)((float)y*YS);\r
+\r
+ dx-=x;\r
+ dy-=y;\r
+\r
+ if(dx>iResX) dx=iResX;\r
+ if(dy>iResY) dy=iResY;\r
+\r
+ if(dx<=0) return;\r
+ if(dy<=0) return;\r
+\r
+ // ogl y adjust\r
+ y=iResY-y-dy;\r
+\r
+ x+=rRatioRect.left;\r
+ y-=rRatioRect.top;\r
+\r
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;\r
+\r
+ if(!pGfxCardScreen)\r
+ {\r
+ glPixelStorei(GL_PACK_ALIGNMENT,1);\r
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ }\r
+\r
+ ps=pGfxCardScreen;\r
+ \r
+// if(bFront) glReadBuffer(GL_FRONT);\r
+\r
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);\r
+ \r
+// if(bFront) glReadBuffer(GL_BACK);\r
+\r
+ XS=(float)dx/(float)(udx);\r
+ YS=(float)dy/(float)(udy+1);\r
+ \r
+ for(y=udy;y>0;y--)\r
+ {\r
+ for(x=0;x<udx;x++)\r
+ {\r
+ if(p>=psxVuw && p<psxVuw_eom)\r
+ {\r
+ px=ps+(3*((int)((float)x * XS))+\r
+ (3*dx)*((int)((float)y*YS)));\r
+ sx=(*px)>>3;px++;\r
+ s=sx;\r
+ sx=(*px)>>3;px++;\r
+ s|=sx<<5;\r
+ sx=(*px)>>3;\r
+ s|=sx<<10;\r
+ s&=~0x8000;\r
+ *p=s;\r
+ }\r
+ p++;\r
+ }\r
+ p += 1024 - udx;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// core read from vram\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUreadDataMem(unsigned int * pMem, int iSize)\r
+#else\r
+void CALLBACK GPU_readDataMem(unsigned long * pMem, int iSize)\r
+#endif\r
+{\r
+int i;\r
+\r
+if(iDataReadMode!=DR_VRAMTRANSFER) return;\r
+\r
+GPUIsBusy;\r
+\r
+// adjust read ptr, if necessary\r
+while(VRAMRead.ImagePtr>=psxVuw_eom)\r
+ VRAMRead.ImagePtr-=iGPUHeight*1024;\r
+while(VRAMRead.ImagePtr<psxVuw)\r
+ VRAMRead.ImagePtr+=iGPUHeight*1024;\r
+\r
+if((iFrameReadType&1 && iSize>1) &&\r
+ !(iDrawnSomething==2 &&\r
+ VRAMRead.x == VRAMWrite.x &&\r
+ VRAMRead.y == VRAMWrite.y &&\r
+ VRAMRead.Width == VRAMWrite.Width &&\r
+ VRAMRead.Height == VRAMWrite.Height))\r
+ CheckVRamRead(VRAMRead.x,VRAMRead.y,\r
+ VRAMRead.x+VRAMRead.RowsRemaining,\r
+ VRAMRead.y+VRAMRead.ColsRemaining,\r
+ TRUE);\r
+\r
+for(i=0;i<iSize;i++)\r
+ {\r
+ // do 2 seperate 16bit reads for compatibility (wrap issues)\r
+ if ((VRAMRead.ColsRemaining > 0) && (VRAMRead.RowsRemaining > 0))\r
+ {\r
+ // lower 16 bit\r
+ GPUdataRet=(unsigned long)*VRAMRead.ImagePtr;\r
+\r
+ VRAMRead.ImagePtr++;\r
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;\r
+ VRAMRead.RowsRemaining --;\r
+\r
+ if(VRAMRead.RowsRemaining<=0)\r
+ {\r
+ VRAMRead.RowsRemaining = VRAMRead.Width;\r
+ VRAMRead.ColsRemaining--;\r
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;\r
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;\r
+ }\r
+\r
+ // higher 16 bit (always, even if it's an odd width)\r
+ GPUdataRet|=(unsigned long)(*VRAMRead.ImagePtr)<<16;\r
+ *pMem++=GPUdataRet;\r
+\r
+ if(VRAMRead.ColsRemaining <= 0)\r
+ {FinishedVRAMRead();goto ENDREAD;}\r
+\r
+ VRAMRead.ImagePtr++;\r
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;\r
+ VRAMRead.RowsRemaining--;\r
+ if(VRAMRead.RowsRemaining<=0)\r
+ {\r
+ VRAMRead.RowsRemaining = VRAMRead.Width;\r
+ VRAMRead.ColsRemaining--;\r
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;\r
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;\r
+ }\r
+ if(VRAMRead.ColsRemaining <= 0)\r
+ {FinishedVRAMRead();goto ENDREAD;}\r
+ }\r
+ else {FinishedVRAMRead();goto ENDREAD;}\r
+ }\r
+\r
+ENDREAD:\r
+GPUIsIdle;\r
+}\r
+\r
+#ifdef _WINDOWS\r
+unsigned long CALLBACK GPUreadData(void)\r
+#else\r
+unsigned long CALLBACK GPU_readData(void)\r
+#endif\r
+{\r
+ unsigned long l;\r
+#ifdef _WINDOWS\r
+ GPUreadDataMem(&l,1);\r
+#else\r
+ GPU_readDataMem(&l,1);\r
+#endif \r
+ return GPUdataRet;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// helper table to know how much data is used by drawing commands\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+const u8 primTableCX[256] =\r
+{\r
+ // 00\r
+ 0,0,3,0,0,0,0,0,\r
+ // 08\r
+ 0,0,0,0,0,0,0,0,\r
+ // 10\r
+ 0,0,0,0,0,0,0,0,\r
+ // 18\r
+ 0,0,0,0,0,0,0,0,\r
+ // 20\r
+ 4,4,4,4,7,7,7,7,\r
+ // 28\r
+ 5,5,5,5,9,9,9,9,\r
+ // 30\r
+ 6,6,6,6,9,9,9,9,\r
+ // 38\r
+ 8,8,8,8,12,12,12,12,\r
+ // 40\r
+ 3,3,3,3,0,0,0,0,\r
+ // 48\r
+// 5,5,5,5,6,6,6,6, //FLINE\r
+ 254,254,254,254,254,254,254,254,\r
+ // 50\r
+ 4,4,4,4,0,0,0,0,\r
+ // 58\r
+// 7,7,7,7,9,9,9,9, // LINEG3 LINEG4\r
+ 255,255,255,255,255,255,255,255,\r
+ // 60\r
+ 3,3,3,3,4,4,4,4, // TILE SPRT\r
+ // 68\r
+ 2,2,2,2,3,3,3,3, // TILE1\r
+ // 70\r
+ 2,2,2,2,3,3,3,3,\r
+ // 78\r
+ 2,2,2,2,3,3,3,3,\r
+ // 80\r
+ 4,0,0,0,0,0,0,0,\r
+ // 88\r
+ 0,0,0,0,0,0,0,0,\r
+ // 90\r
+ 0,0,0,0,0,0,0,0,\r
+ // 98\r
+ 0,0,0,0,0,0,0,0,\r
+ // a0\r
+ 3,0,0,0,0,0,0,0,\r
+ // a8\r
+ 0,0,0,0,0,0,0,0,\r
+ // b0\r
+ 0,0,0,0,0,0,0,0,\r
+ // b8\r
+ 0,0,0,0,0,0,0,0,\r
+ // c0\r
+ 3,0,0,0,0,0,0,0,\r
+ // c8\r
+ 0,0,0,0,0,0,0,0,\r
+ // d0\r
+ 0,0,0,0,0,0,0,0,\r
+ // d8\r
+ 0,0,0,0,0,0,0,0,\r
+ // e0\r
+ 0,1,1,1,1,1,1,0,\r
+ // e8\r
+ 0,0,0,0,0,0,0,0,\r
+ // f0\r
+ 0,0,0,0,0,0,0,0,\r
+ // f8\r
+ 0,0,0,0,0,0,0,0\r
+};\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// processes data send to GPU data register\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)\r
+#else\r
+void CALLBACK GPU_writeDataMem(unsigned long * pMem, int iSize)\r
+#endif\r
+{\r
+u8 command;\r
+unsigned long gdata=0;\r
+int i=0;\r
+GPUIsBusy;\r
+GPUIsNotReadyForCommands;\r
+\r
+STARTVRAM:\r
+\r
+if(iDataWriteMode==DR_VRAMTRANSFER)\r
+ {\r
+ // make sure we are in vram\r
+ while(VRAMWrite.ImagePtr>=psxVuw_eom)\r
+ VRAMWrite.ImagePtr-=iGPUHeight*1024;\r
+ while(VRAMWrite.ImagePtr<psxVuw)\r
+ VRAMWrite.ImagePtr+=iGPUHeight*1024;\r
+\r
+ // now do the loop\r
+ while(VRAMWrite.ColsRemaining>0)\r
+ {\r
+ while(VRAMWrite.RowsRemaining>0)\r
+ {\r
+ if(i>=iSize) {goto ENDVRAM;}\r
+ i++;\r
+\r
+ gdata=*pMem++;\r
+\r
+ *VRAMWrite.ImagePtr++ = (unsigned short)gdata;\r
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;\r
+ VRAMWrite.RowsRemaining --;\r
+\r
+ if(VRAMWrite.RowsRemaining <= 0)\r
+ {\r
+ VRAMWrite.ColsRemaining--;\r
+ if (VRAMWrite.ColsRemaining <= 0) // last pixel is odd width\r
+ {\r
+ gdata=(gdata&0xFFFF)|(((unsigned long)(*VRAMWrite.ImagePtr))<<16);\r
+ FinishedVRAMWrite();\r
+ goto ENDVRAM;\r
+ }\r
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;\r
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;\r
+ }\r
+\r
+ *VRAMWrite.ImagePtr++ = (unsigned short)(gdata>>16);\r
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;\r
+ VRAMWrite.RowsRemaining --;\r
+ }\r
+\r
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;\r
+ VRAMWrite.ColsRemaining--;\r
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;\r
+ }\r
+\r
+ FinishedVRAMWrite();\r
+ }\r
+\r
+ENDVRAM:\r
+\r
+if(iDataWriteMode==DR_NORMAL)\r
+ {\r
+ void (* *primFunc)(u8 *);\r
+ if(bSkipNextFrame) primFunc=primTableSkip;\r
+ else primFunc=primTableJ;\r
+\r
+ for(;i<iSize;)\r
+ {\r
+ if(iDataWriteMode==DR_VRAMTRANSFER) goto STARTVRAM;\r
+\r
+ gdata=*pMem++;i++;\r
+\r
+ if(gpuDataC == 0)\r
+ {\r
+ command = (u8)((gdata>>24) & 0xff);\r
+\r
+ if(primTableCX[command])\r
+ {\r
+ gpuDataC = primTableCX[command];\r
+ gpuCommand = command;\r
+ gpuDataM[0] = gdata;\r
+ gpuDataP = 1;\r
+ }\r
+ else continue;\r
+ }\r
+ else\r
+ {\r
+ gpuDataM[gpuDataP] = gdata;\r
+ if(gpuDataC>128)\r
+ {\r
+ if((gpuDataC==254 && gpuDataP>=3) ||\r
+ (gpuDataC==255 && gpuDataP>=4 && !(gpuDataP&1)))\r
+ {\r
+ if((gpuDataM[gpuDataP] & 0xF000F000) == 0x50005000)\r
+ gpuDataP=gpuDataC-1;\r
+ }\r
+ }\r
+ gpuDataP++;\r
+ }\r
+\r
+ if(gpuDataP == gpuDataC)\r
+ {\r
+ gpuDataC=gpuDataP=0;\r
+ primFunc[gpuCommand]((u8 *)gpuDataM);\r
+\r
+ if(dwEmuFixes&0x0001 || dwActFixes&0x20000) // hack for emulating "gpu busy" in some games\r
+ iFakePrimBusy=4;\r
+ }\r
+ } \r
+ }\r
+\r
+GPUdataRet=gdata;\r
+\r
+GPUIsReadyForCommands;\r
+GPUIsIdle; \r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUwriteData(unsigned long gdata)\r
+#else\r
+void CALLBACK GPU_writeData(unsigned long gdata)\r
+#endif\r
+{\r
+#ifdef _WINDOWS\r
+ GPUwriteDataMem(&gdata,1);\r
+#else\r
+ GPU_writeDataMem(&gdata,1);\r
+#endif \r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// this function will be removed soon (or 'soonish') (or never)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CALLBACK GPUsetMode(unsigned int gdata)\r
+{\r
+ // ignore old psemu setmode:\r
+\r
+ // imageTransfer = gdata;\r
+ // iDataWriteMode=(gdata&1)?DR_VRAMTRANSFER:DR_NORMAL;\r
+ // iDataReadMode =(gdata&2)?DR_VRAMTRANSFER:DR_NORMAL;\r
+}\r
+\r
+// and this function will be removed soon as well, hehehe...\r
+long CALLBACK GPUgetMode(void)\r
+{\r
+ // ignore old psemu setmode\r
+ // return imageTransfer;\r
+\r
+long iT=0;\r
+\r
+if(iDataWriteMode==DR_VRAMTRANSFER) iT|=0x1;\r
+if(iDataReadMode ==DR_VRAMTRANSFER) iT|=0x2;\r
+\r
+return iT;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// call config dlg (Windows + Linux)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifndef _WINDOWS\r
+\r
+/*#include <unistd.h>\r
+\r
+void StartCfgTool(s8 * pCmdLine) // linux: start external cfg tool\r
+{\r
+ FILE * cf;s8 filename[255],t[255];\r
+\r
+ strcpy(filename,"cfg/cfgPeopsMesaGL"); // look in cfg sub folder first\r
+ cf=fopen(filename,"rb");\r
+ if(cf!=NULL)\r
+ {\r
+ fclose(cf);\r
+ getcwd(t,255);\r
+ chdir("cfg");\r
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);\r
+ system(filename);\r
+ chdir(t);\r
+ }\r
+ else\r
+ {\r
+ strcpy(filename,"cfgPeopsMesaGL"); // look in current folder\r
+ cf=fopen(filename,"rb");\r
+ if(cf!=NULL)\r
+ {\r
+ fclose(cf);\r
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);\r
+ system(filename);\r
+ }\r
+ else\r
+ {\r
+ sprintf(filename,"%s/cfgPeopsMesaGL",getenv("HOME")); // look in home folder\r
+ cf=fopen(filename,"rb");\r
+ if(cf!=NULL)\r
+ {\r
+ fclose(cf);\r
+ getcwd(t,255);\r
+ chdir(getenv("HOME"));\r
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);\r
+ system(filename);\r
+ chdir(t);\r
+ }\r
+ else printf("cfgPeopsMesaGL not found!\n");\r
+ }\r
+ }\r
+}\r
+*/\r
+#endif\r
+\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUconfigure(void)\r
+#else\r
+long CALLBACK GPU_configure(void)\r
+#endif\r
+{\r
+\r
+#ifdef _WINDOWS\r
+// HWND hWP=GetActiveWindow();\r
+// DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),\r
+// hWP,(DLGPROC)CfgDlgProc);\r
+#else\r
+\r
+// StartCfgTool("CFG");\r
+\r
+#endif\r
+\r
+ return 0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// sets all kind of act fixes\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetFixes(void)\r
+{\r
+ ReInitFrameCap();\r
+\r
+ if(dwActFixes & 0x2000) \r
+ dispWidths[4]=384;\r
+ else dispWidths[4]=368;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Pete Special: make an 'intelligent' dma chain check (<-Tekken3)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+unsigned long lUsedAddr[3];\r
+\r
+__inline BOOL CheckForEndlessLoop(unsigned long laddr)\r
+{\r
+if(laddr==lUsedAddr[1]) return TRUE;\r
+if(laddr==lUsedAddr[2]) return TRUE;\r
+\r
+if(laddr<lUsedAddr[0]) lUsedAddr[1]=laddr;\r
+else lUsedAddr[2]=laddr;\r
+lUsedAddr[0]=laddr;\r
+return FALSE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// core gives a dma chain to gpu: same as the gpuwrite interface funcs\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)\r
+#else\r
+long CALLBACK GPU_dmaChain(unsigned long * baseAddrL, unsigned long addr)\r
+#endif\r
+{\r
+unsigned long dmaMem;\r
+u8 * baseAddrB;\r
+short count;unsigned int DMACommandCounter = 0;\r
+\r
+if(bIsFirstFrame) GLinitialize();\r
+\r
+GPUIsBusy;\r
+\r
+lUsedAddr[0]=lUsedAddr[1]=lUsedAddr[2]=0xffffff;\r
+\r
+baseAddrB = (u8*) baseAddrL;\r
+\r
+do\r
+ {\r
+ if(iGPUHeight==512) addr&=0x1FFFFC;\r
+\r
+ if(DMACommandCounter++ > 2000000) break;\r
+ if(CheckForEndlessLoop(addr)) break;\r
+\r
+ count = baseAddrB[addr+3];\r
+\r
+ dmaMem=addr+4;\r
+\r
+#ifdef _WINDOWS\r
+ if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);\r
+#else\r
+ if(count>0) GPU_writeDataMem(&baseAddrL[dmaMem>>2],count);\r
+#endif\r
+ \r
+ addr = baseAddrL[addr>>2]&0xffffff;\r
+ }\r
+while (addr != 0xffffff);\r
+\r
+GPUIsIdle;\r
+\r
+return 0;\r
+}\r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+// show about dlg\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUabout(void)\r
+#else\r
+void CALLBACK GPU_about(void)\r
+#endif\r
+{\r
+\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// We are ever fine ;)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUtest(void)\r
+#else\r
+long CALLBACK GPU_test(void)\r
+#endif\r
+{\r
+ // if test fails this function should return negative value for error (unable to continue)\r
+ // and positive value for warning (can continue but output might be crappy)\r
+\r
+ return 0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// save state funcs\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)\r
+#else\r
+long CALLBACK GPU_freeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)\r
+#endif\r
+{\r
+if(ulGetFreezeData==2) \r
+ {\r
+ long lSlotNum=*((long *)pF);\r
+ if(lSlotNum<0) return 0;\r
+ if(lSlotNum>8) return 0;\r
+ lSelectedSlot=lSlotNum+1;\r
+ return 1;\r
+ }\r
+\r
+if(!pF) return 0; \r
+if(pF->ulFreezeVersion!=1) return 0;\r
+\r
+if(ulGetFreezeData==1)\r
+ {\r
+ pF->ulStatus=STATUSREG;\r
+ memcpy(pF->ulControl,ulStatusControl,256*sizeof(unsigned long));\r
+ memcpy(pF->psxVRam, psxVub, 1024*iGPUHeight*2);\r
+\r
+ return 1;\r
+ }\r
+\r
+if(ulGetFreezeData!=0) return 0;\r
+\r
+STATUSREG=pF->ulStatus;\r
+memcpy(ulStatusControl,pF->ulControl,256*sizeof(unsigned long));\r
+memcpy(psxVub, pF->psxVRam, 1024*iGPUHeight*2);\r
+\r
+ResetTextureArea(TRUE);\r
+\r
+#ifdef _WINDOWS\r
+ GPUwriteStatus(ulStatusControl[0]);\r
+ GPUwriteStatus(ulStatusControl[1]);\r
+ GPUwriteStatus(ulStatusControl[2]);\r
+ GPUwriteStatus(ulStatusControl[3]);\r
+ GPUwriteStatus(ulStatusControl[8]);\r
+ GPUwriteStatus(ulStatusControl[6]);\r
+ GPUwriteStatus(ulStatusControl[7]);\r
+ GPUwriteStatus(ulStatusControl[5]);\r
+ GPUwriteStatus(ulStatusControl[4]);\r
+#else\r
+ GPU_writeStatus(ulStatusControl[0]);\r
+ GPU_writeStatus(ulStatusControl[1]);\r
+ GPU_writeStatus(ulStatusControl[2]);\r
+ GPU_writeStatus(ulStatusControl[3]);\r
+ GPU_writeStatus(ulStatusControl[8]);\r
+ GPU_writeStatus(ulStatusControl[6]);\r
+ GPU_writeStatus(ulStatusControl[7]);\r
+ GPU_writeStatus(ulStatusControl[5]);\r
+ GPU_writeStatus(ulStatusControl[4]);\r
+#endif\r
+ return 1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// special "emu infos" / "emu effects" functions\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+//00 = black\r
+//01 = white\r
+//10 = red\r
+//11 = transparent\r
+\r
+u8 cFont[10][120]=\r
+{\r
+// 0\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 1\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x05,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x05,0x55,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 2\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x01,0x40,0x00,0x00,\r
+ 0x80,0x00,0x05,0x00,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x15,0x55,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 3\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x01,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 4\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x54,0x00,0x00,\r
+ 0x80,0x00,0x01,0x54,0x00,0x00,\r
+ 0x80,0x00,0x01,0x54,0x00,0x00,\r
+ 0x80,0x00,0x05,0x14,0x00,0x00,\r
+ 0x80,0x00,0x14,0x14,0x00,0x00,\r
+ 0x80,0x00,0x15,0x55,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x55,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 5\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x15,0x55,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x15,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 6\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x01,0x54,0x00,0x00,\r
+ 0x80,0x00,0x05,0x00,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x14,0x00,0x00,0x00,\r
+ 0x80,0x00,0x15,0x54,0x00,0x00,\r
+ 0x80,0x00,0x15,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 7\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x15,0x55,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x50,0x00,0x00,\r
+ 0x80,0x00,0x01,0x40,0x00,0x00,\r
+ 0x80,0x00,0x01,0x40,0x00,0x00,\r
+ 0x80,0x00,0x05,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 8\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+},\r
+// 9\r
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x05,0x54,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x05,0x00,0x00,\r
+ 0x80,0x00,0x14,0x15,0x00,0x00,\r
+ 0x80,0x00,0x05,0x55,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x05,0x00,0x00,\r
+ 0x80,0x00,0x00,0x14,0x00,0x00,\r
+ 0x80,0x00,0x05,0x50,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0x80,0x00,0x00,0x00,0x00,0x00,\r
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa\r
+}\r
+};\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PaintPicDot(u8 * p,u8 c)\r
+{\r
+ if(c==0) {*p++=0x00;*p++=0x00;*p=0x00;return;}\r
+ if(c==1) {*p++=0xff;*p++=0xff;*p=0xff;return;}\r
+ if(c==2) {*p++=0x00;*p++=0x00;*p=0xff;return;}\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUgetScreenPic(u8 * pMem)\r
+#else\r
+long CALLBACK GPU_getScreenPic(u8 * pMem)\r
+#endif\r
+{\r
+ float XS,YS;int x,y,v;\r
+ u8 * ps, * px, * pf;\r
+ u8 c;\r
+\r
+ if(!pGfxCardScreen)\r
+ {\r
+ glPixelStorei(GL_PACK_ALIGNMENT,1);\r
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ }\r
+\r
+ ps=pGfxCardScreen;\r
+\r
+// glReadBuffer(GL_FRONT);\r
+\r
+ glReadPixels(0,0,iResX,iResY,GL_RGB,GL_UNSIGNED_BYTE,ps);\r
+ \r
+// glReadBuffer(GL_BACK);\r
+\r
+ XS=(float)iResX/128;\r
+ YS=(float)iResY/96;\r
+ pf=pMem;\r
+\r
+ for(y=96;y>0;y--)\r
+ {\r
+ for(x=0;x<128;x++)\r
+ {\r
+ px=ps+(3*((int)((float)x * XS))+\r
+ (3*iResX)*((int)((float)y*YS)));\r
+ *(pf+0)=*(px+2);\r
+ *(pf+1)=*(px+1);\r
+ *(pf+2)=*(px+0);\r
+ pf+=3;\r
+ }\r
+ }\r
+\r
+ /////////////////////////////////////////////////////////////////////\r
+ // generic number/border painter\r
+\r
+ pf=pMem+(103*3);\r
+\r
+ for(y=0;y<20;y++)\r
+ {\r
+ for(x=0;x<6;x++)\r
+ {\r
+ c=cFont[lSelectedSlot][x+y*6];\r
+ v=(c&0xc0)>>6;\r
+ PaintPicDot(pf,(u8)v);pf+=3; // paint the dots into the rect\r
+ v=(c&0x30)>>4;\r
+ PaintPicDot(pf,(u8)v);pf+=3;\r
+ v=(c&0x0c)>>2;\r
+ PaintPicDot(pf,(u8)v);pf+=3;\r
+ v=c&0x03;\r
+ PaintPicDot(pf,(u8)v);pf+=3;\r
+ }\r
+ pf+=104*3;\r
+ }\r
+\r
+ pf=pMem;\r
+ for(x=0;x<128;x++)\r
+ {\r
+ *(pf+(95*128*3))=0x00;*pf++=0x00;\r
+ *(pf+(95*128*3))=0x00;*pf++=0x00;\r
+ *(pf+(95*128*3))=0xff;*pf++=0xff;\r
+ }\r
+ pf=pMem;\r
+ for(y=0;y<96;y++)\r
+ {\r
+ *(pf+(127*3))=0x00;*pf++=0x00;\r
+ *(pf+(127*3))=0x00;*pf++=0x00;\r
+ *(pf+(127*3))=0xff;*pf++=0xff;\r
+ pf+=127*3;\r
+ }\r
+\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+void CALLBACK GPUshowScreenPic(u8 * pMem)\r
+#else\r
+long CALLBACK GPU_showScreenPic(u8 * pMem)\r
+#endif\r
+{\r
+// DestroyPic();\r
+// if(pMem==0) return;\r
+// CreatePic(pMem);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CALLBACK GPUsetfix(unsigned long dwFixBits)\r
+{\r
+ dwEmuFixes=dwFixBits;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+ \r
+void CALLBACK GPUvisualVibration(unsigned long iSmall, unsigned long iBig)\r
+{\r
+ int iVibVal;\r
+\r
+ if(PSXDisplay.DisplayModeNew.x) // calc min "shake pixel" from screen width\r
+ iVibVal=max(1,iResX/PSXDisplay.DisplayModeNew.x);\r
+ else iVibVal=1;\r
+ // big rumble: 4...15 sp ; small rumble 1...3 sp\r
+ if(iBig) iRumbleVal=max(4*iVibVal,min(15*iVibVal,((int)iBig *iVibVal)/10));\r
+ else iRumbleVal=max(1*iVibVal,min( 3*iVibVal,((int)iSmall*iVibVal)/10));\r
+\r
+ srand(timeGetTime()); // init rand (will be used in BufferSwap)\r
+\r
+ iRumbleTime=15; // let the rumble last 16 buffer swaps\r
+}\r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+// main emu can set display infos (A/M/G/D) \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CALLBACK GPUdisplayFlags(unsigned long dwFlags)\r
+{\r
+// dwCoreFlags=dwFlags;\r
+}\r
--- /dev/null
+/***************************************************************************\r
+ gpu.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifndef _GPU_PLUGIN_H\r
+#define _GPU_PLUGIN_H\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif \r
+\r
+#if !defined(_WINDOWS) && !defined(__NANOGL__)\r
+#define glOrtho(x,y,z,xx,yy,zz) glOrthof(x,y,z,xx,yy,zz)\r
+#endif\r
+\r
+#define PRED(x) ((x << 3) & 0xF8)\r
+#define PBLUE(x) ((x >> 2) & 0xF8)\r
+#define PGREEN(x) ((x >> 7) & 0xF8)\r
+\r
+#define RED(x) (x & 0xff)\r
+#define BLUE(x) ((x>>16) & 0xff)\r
+#define GREEN(x) ((x>>8) & 0xff)\r
+#define COLOR(x) (x & 0xffffff)\r
+\r
+#ifdef _WINDOWS\r
+#include "Externals.h"\r
+#include "plugin.h"\r
+#include <gl/gl.h>\r
+#else\r
+#ifndef MAEMO_CHANGES\r
+ #include "psxCommon.h"\r
+#else\r
+ #include "../psxCommon.h"\r
+#endif \r
+#include "gpuExternals.h"\r
+#ifdef __NANOGL__\r
+#include <gl/gl.h>\r
+#else\r
+#ifdef SOFT_LINKAGE\r
+#pragma softfp_linkage\r
+#endif\r
+#ifndef MAEMO_CHANGES\r
+ #include <gles/gl.h> // for opengl es types \r
+ #include <gles/egltypes.h>\r
+#else\r
+#include "gpuStdafx.h"\r
+#endif\r
+#ifdef SOFT_LINKAGE\r
+#pragma no_softfp_linkage\r
+#endif\r
+#endif\r
+#endif\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#define CALLBACK\r
+\r
+#define bool unsigned short\r
+\r
+typedef struct {\r
+ u32 ulFreezeVersion;\r
+ u32 ulStatus;\r
+ u32 ulControl[256];\r
+ u8 psxVRam[1024*1024*2];\r
+} GPUFreeze_t;\r
+\r
+long CALLBACK GPU_init();\r
+long CALLBACK GPU_shutdown();\r
+long CALLBACK GPU_open(int hwndGPU); \r
+long CALLBACK GPU_close();\r
+unsigned long CALLBACK GPU_readData(void);\r
+void CALLBACK GPU_readDataMem(unsigned long * pMem, int iSize);\r
+unsigned long CALLBACK GPU_readStatus(void);\r
+void CALLBACK GPU_writeData(unsigned long gdata);\r
+void CALLBACK GPU_writeDataMem(unsigned long * pMem, int iSize);\r
+void CALLBACK GPU_writeStatus(unsigned long gdata);\r
+long CALLBACK GPU_dmaChain(unsigned long * baseAddrL, unsigned long addr);\r
+void CALLBACK GPU_updateLace(void);\r
+void CALLBACK GPU_makeSnapshot(void);\r
+long CALLBACK GPU_freeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF);\r
+long CALLBACK GPU_getScreenPic(u8 * pMem);\r
+long CALLBACK GPU_showScreenPic(u8 * pMem);\r
+//void CALLBACK GPU_keypressed(int keycode);\r
+//void CALLBACK GPU_displayText(s8 * pText);\r
+//void CALLBACK GPU_clearDynarec(void (CALLBACK *callback)(void));\r
+long CALLBACK GPU_configure(void);\r
+long CALLBACK GPU_test(void);\r
+void CALLBACK GPU_about(void);\r
+\r
+\r
+void DoSnapShot(void);\r
+void GPU_vSinc(void);\r
+void updateDisplay(void);\r
+void updateFrontDisplay(void);\r
+void SetAutoFrameCap(void);\r
+void SetAspectRatio(void);\r
+void CheckVRamRead(int x, int y, int dx, int dy, bool bFront);\r
+void CheckVRamReadEx(int x, int y, int dx, int dy);\r
+void SetFixes(void);\r
+\r
+void PaintPicDot(u8 * p,u8 c);\r
+//void DrawNumBorPic(u8 *pMem, int lSelectedSlot);\r
+void ResizeWindow();\r
+\r
+////////////////////////////////////////////////////////////////////////////\r
+#ifdef __cplusplus\r
+}\r
+#endif \r
+\r
+\r
+#endif // _GPU_INTERNALS_H\r
--- /dev/null
+/***************************************************************************\r
+ prim.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#define _IN_PRIMDRAW\r
+\r
+#ifdef _WINDOWS\r
+#include "stdafx.h"\r
+#include "externals.h"\r
+#include "gpu.h"\r
+#include "draw.h"\r
+#include "texture.h"\r
+#else\r
+#include "gpuStdafx.h"\r
+#include "gpuExternals.h"\r
+#include "gpuPlugin.h"\r
+#include "gpuDraw.h"\r
+#include "gpuTexture.h"\r
+#include "gpuPrim.h"\r
+\r
+#endif\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// defines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define DEFOPAQUEON glAlphaFunc(GL_EQUAL,0.0f);bBlendEnable=FALSE;glDisable(GL_BLEND); \r
+#define DEFOPAQUEOFF glAlphaFunc(GL_GREATER,0.49f);\r
+#define fpoint(x) x\r
+//////////////////////////////////////////////////////////////////////// \r
+// globals\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifndef _WINDOWS\r
+EGLSurface surface;\r
+EGLDisplay display;\r
+#endif\r
+\r
+BOOL bDrawTextured; // current active drawing states\r
+BOOL bDrawSmoothShaded;\r
+BOOL bOldSmoothShaded;\r
+BOOL bDrawNonShaded;\r
+BOOL bDrawMultiPass;\r
+int iOffscreenDrawing;\r
+int iDrawnSomething=0;\r
+\r
+BOOL bRenderFrontBuffer=FALSE; // flag for front buffer rendering\r
+\r
+GLubyte ubGloAlpha; // texture alpha\r
+GLubyte ubGloColAlpha; // color alpha\r
+int iFilterType; // type of filter\r
+BOOL bFullVRam=FALSE; // sign for tex win\r
+BOOL bDrawDither; // sign for dither\r
+BOOL bUseMultiPass; // sign for multi pass\r
+GLuint gTexName; // binded texture\r
+BOOL bTexEnabled; // texture enable flag\r
+BOOL bBlendEnable; // blend enable flag\r
+PSXRect_t xrUploadArea; // rect to upload\r
+PSXRect_t xrUploadAreaIL; // rect to upload\r
+PSXRect_t xrUploadAreaRGB24; // rect to upload rgb24\r
+int iSpriteTex=0; // flag for "hey, it's a sprite"\r
+unsigned short usMirror; // mirror, mirror on the wall\r
+\r
+BOOL bNeedUploadAfter=FALSE; // sign for uploading in next frame\r
+BOOL bNeedUploadTest=FALSE; // sign for upload test\r
+BOOL bUsingTWin=FALSE; // tex win active flag\r
+BOOL bUsingMovie=FALSE; // movie active flag\r
+PSXRect_t xrMovieArea; // rect for movie upload\r
+short sSprite_ux2; // needed for sprire adjust\r
+short sSprite_vy2; // \r
+unsigned long ulOLDCOL=0; // active color\r
+unsigned long ulClutID; // clut\r
+\r
+unsigned long dwCfgFixes; // game fixes\r
+unsigned long dwActFixes=0;\r
+unsigned long dwEmuFixes=0;\r
+BOOL bUseFixes;\r
+\r
+long drawX,drawY,drawW,drawH; // offscreen drawing checkers\r
+short sxmin,sxmax,symin,symax;\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Update global TP infos\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void UpdateGlobalTP(unsigned short gdata)\r
+{\r
+ GlobalTextAddrX = (gdata << 6) & 0x3c0;\r
+\r
+ if(iGPUHeight==1024) // ZN mode\r
+ {\r
+ if(dwGPUVersion==2) // very special zn gpu\r
+ {\r
+ GlobalTextAddrY =((gdata & 0x60 ) << 3);\r
+ GlobalTextIL =(gdata & 0x2000) >> 13;\r
+ GlobalTextABR = (unsigned short)((gdata >> 7) & 0x3);\r
+ GlobalTextTP = (gdata >> 9) & 0x3;\r
+ if(GlobalTextTP==3) GlobalTextTP=2; \r
+ GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4);\r
+ usMirror =0;\r
+ STATUSREG = (STATUSREG & 0xffffe000 ) | (gdata & 0x1fff );\r
+ return;\r
+ }\r
+ else // "enhanced" psx gpu\r
+ {\r
+ GlobalTextAddrY = (unsigned short)(((gdata << 4) & 0x100) | ((gdata >> 2) & 0x200));\r
+ }\r
+ }\r
+ else GlobalTextAddrY = (gdata << 4) & 0x100; // "normal" psx gpu\r
+\r
+ usMirror=gdata&0x3000;\r
+ \r
+ GlobalTextTP = (gdata >> 7) & 0x3; // tex mode (4,8,15)\r
+ if(GlobalTextTP==3) GlobalTextTP=2; // seen in Wild9 :(\r
+ GlobalTextABR = (gdata >> 5) & 0x3; // blend mode\r
+\r
+ GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4);\r
+\r
+ STATUSREG&=~0x07ff; // Clear the necessary bits\r
+ STATUSREG|=(gdata & 0x07ff); // set the necessary bits\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Some ASM color convertion... Lewpy's special...\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+#pragma warning (disable : 4035)\r
+\r
+unsigned long DoubleBGR2RGB (unsigned long BGR)\r
+{\r
+\r
+ __asm\r
+ {\r
+ mov eax, BGR /* this can hold the G value */\r
+ mov ebx, eax /* this can hold the R value */\r
+ mov edx, eax /* this can hold the B value */\r
+ and ebx, 000000ffh /* mask the R value */\r
+ shl ebx, 1\r
+ test ebx, 00000100h\r
+ jz RSKIP\r
+ mov ebx, 000000ffh\r
+\r
+RSKIP: \r
+ and eax, 0000ff00h /* mask the G value */\r
+ shl eax, 1\r
+ test eax, 00010000h\r
+ jz GSKIP\r
+ mov eax, 0000ff00h\r
+\r
+GSKIP: \r
+ and edx, 00ff0000h /* mask the B value */\r
+ shl edx, 1\r
+ test edx, 01000000h\r
+ jz BSKIP\r
+ mov edx, 00ff0000h\r
+ \r
+BSKIP: \r
+ or eax, ebx /* add R to G value */\r
+ or eax, edx /* add B to RG value */\r
+ }\r
+ /* Result returned in EAX */\r
+}\r
+\r
+unsigned short BGR24to16 (unsigned long BGR)\r
+{\r
+ __asm\r
+ {\r
+ mov eax, BGR /* this can hold the G value */\r
+ mov ebx, eax /* this can hold the R value */\r
+ mov edx, eax /* this can hold the B value */\r
+ shr ebx, 3 /* move the R value */\r
+ and edx, 00f80000h /* mask the B value */\r
+ shr edx, 9 /* move the B value */\r
+ and eax, 00f800h /* mask the G value */\r
+ shr eax, 6 /* move the G value */\r
+ and ebx, 0000001fh /* mask the R value */\r
+ or eax, ebx /* add R to G value */\r
+ or eax, edx /* add B to RG value */\r
+ }\r
+ /* Result returned in AX */\r
+}\r
+\r
+#pragma warning (default : 4035)\r
+\r
+#else\r
+\r
+unsigned long DoubleBGR2RGB (unsigned long BGR)\r
+{\r
+ unsigned long ebx,eax,edx;\r
+\r
+ ebx=(BGR&0x000000ff)<<1;\r
+ if(ebx&0x00000100) ebx=0x000000ff;\r
+\r
+ eax=(BGR&0x0000ff00)<<1;\r
+ if(eax&0x00010000) eax=0x0000ff00;\r
+\r
+ edx=(BGR&0x00ff0000)<<1;\r
+ if(edx&0x01000000) edx=0x00ff0000;\r
+\r
+ return (ebx|eax|edx);\r
+}\r
+\r
+unsigned short BGR24to16 (unsigned long BGR)\r
+{\r
+ return ((BGR>>3)&0x1f)|((BGR&0xf80000)>>9)|((BGR&0xf800)>>6);\r
+}\r
+\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// OpenGL primitive drawing commands\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+__inline void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+\r
+\r
+Vertex v[4];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].st.x = fpoint(vertex1->sow);\r
+v[0].st.y = fpoint(vertex1->tow);\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].st.x = fpoint(vertex2->sow);\r
+v[1].st.y = fpoint(vertex2->tow);\r
+\r
+v[2].xyz.x = fpoint(vertex4->x);\r
+v[2].xyz.y = fpoint(vertex4->y);\r
+v[2].xyz.z = fpoint(vertex4->z);\r
+v[2].st.x = fpoint(vertex4->sow);\r
+v[2].st.y = fpoint(vertex4->tow);\r
+\r
+v[3].xyz.x = fpoint(vertex3->x);\r
+v[3].xyz.y = fpoint(vertex3->y);\r
+v[3].xyz.z = fpoint(vertex3->z);\r
+v[3].st.x = fpoint(vertex3->sow);\r
+v[3].st.y = fpoint(vertex3->tow);\r
+\r
+glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glDisableClientState(GL_VERTEX_ARRAY); \r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3) \r
+{\r
+Vertex v[3];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].st.x = fpoint(vertex1->sow);\r
+v[0].st.y = fpoint(vertex1->tow);\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].st.x = fpoint(vertex2->sow);\r
+v[1].st.y = fpoint(vertex2->tow);\r
+\r
+v[2].xyz.x = fpoint(vertex3->x);\r
+v[2].xyz.y = fpoint(vertex3->y);\r
+v[2].xyz.z = fpoint(vertex3->z);\r
+v[2].st.x = fpoint(vertex3->sow);\r
+v[2].st.y = fpoint(vertex3->tow);\r
+\r
+glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glDrawArrays(GL_TRIANGLES, 0, 3);\r
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3) \r
+{\r
+\r
+Vertex2 v[3];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].st.x = fpoint(vertex1->sow);\r
+v[0].st.y = fpoint(vertex1->tow);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].st.x = fpoint(vertex2->sow);\r
+v[1].st.y = fpoint(vertex2->tow);\r
+v[1].rgba.r = vertex2->c.col[0];\r
+v[1].rgba.g = vertex2->c.col[1];\r
+v[1].rgba.b = vertex2->c.col[2];\r
+v[1].rgba.a = vertex2->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex3->x);\r
+v[2].xyz.y = fpoint(vertex3->y);\r
+v[2].xyz.z = fpoint(vertex3->z);\r
+v[2].st.x = fpoint(vertex3->sow);\r
+v[2].st.y = fpoint(vertex3->tow);\r
+v[2].rgba.r = vertex3->c.col[0];\r
+v[2].rgba.g = vertex3->c.col[1];\r
+v[2].rgba.b = vertex3->c.col[2];\r
+v[2].rgba.a = vertex3->c.col[3];\r
+\r
+glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLES, 0, 3);\r
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+Vertex2 v[4];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].st.x = fpoint(vertex1->sow);\r
+v[0].st.y = fpoint(vertex1->tow);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].st.x = fpoint(vertex2->sow);\r
+v[1].st.y = fpoint(vertex2->tow);\r
+v[1].rgba.r = vertex2->c.col[0];\r
+v[1].rgba.g = vertex2->c.col[1];\r
+v[1].rgba.b = vertex2->c.col[2];\r
+v[1].rgba.a = vertex2->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex4->x);\r
+v[2].xyz.y = fpoint(vertex4->y);\r
+v[2].xyz.z = fpoint(vertex4->z);\r
+v[2].st.x = fpoint(vertex4->sow);\r
+v[2].st.y = fpoint(vertex4->tow);\r
+v[2].rgba.r = vertex4->c.col[0];\r
+v[2].rgba.g = vertex4->c.col[1];\r
+v[2].rgba.b = vertex4->c.col[2];\r
+v[2].rgba.a = vertex4->c.col[3];\r
+\r
+v[3].xyz.x = fpoint(vertex3->x);\r
+v[3].xyz.y = fpoint(vertex3->y);\r
+v[3].xyz.z = fpoint(vertex3->z);\r
+v[3].st.x = fpoint(vertex3->sow);\r
+v[3].st.y = fpoint(vertex3->tow);\r
+v[3].rgba.r = vertex3->c.col[0];\r
+v[3].rgba.g = vertex3->c.col[1];\r
+v[3].rgba.b = vertex3->c.col[2];\r
+v[3].rgba.a = vertex3->c.col[3];\r
+\r
+glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) \r
+{\r
+Vec3f v[3];\r
+\r
+v[0].x = fpoint(vertex1->x);\r
+v[0].y = fpoint(vertex1->y);\r
+v[0].z = fpoint(vertex1->z);\r
+\r
+v[1].x = fpoint(vertex2->x);\r
+v[1].y = fpoint(vertex2->y);\r
+v[1].z = fpoint(vertex2->z);\r
+\r
+v[2].x = fpoint(vertex3->x);\r
+v[2].y = fpoint(vertex3->y);\r
+v[2].z = fpoint(vertex3->z);\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
+glDrawArrays(GL_TRIANGLES, 0, 3);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+Vec3f v[4];\r
+\r
+v[0].x = fpoint(vertex1->x);\r
+v[0].y = fpoint(vertex1->y);\r
+v[0].z = fpoint(vertex1->z);\r
+\r
+v[1].x = fpoint(vertex3->x);\r
+v[1].y = fpoint(vertex3->y);\r
+v[1].z = fpoint(vertex3->z);\r
+\r
+v[2].x = fpoint(vertex2->x);\r
+v[2].y = fpoint(vertex2->y);\r
+v[2].z = fpoint(vertex2->z);\r
+\r
+v[3].x = fpoint(vertex4->x);\r
+v[3].y = fpoint(vertex4->y);\r
+v[3].z = fpoint(vertex4->z);\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3) \r
+{\r
+Vertex2 v[3];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].rgba.r = vertex2->c.col[0];\r
+v[1].rgba.g = vertex2->c.col[1];\r
+v[1].rgba.b = vertex2->c.col[2];\r
+v[1].rgba.a = vertex2->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex3->x);\r
+v[2].xyz.y = fpoint(vertex3->y);\r
+v[2].xyz.z = fpoint(vertex3->z);\r
+v[2].rgba.r = vertex3->c.col[0];\r
+v[2].rgba.g = vertex3->c.col[1];\r
+v[2].rgba.b = vertex3->c.col[2];\r
+v[2].rgba.a = vertex3->c.col[3];\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLES, 0, 3);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+Vertex2 v[4];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].rgba.r = vertex2->c.col[0];\r
+v[1].rgba.g = vertex2->c.col[1];\r
+v[1].rgba.b = vertex2->c.col[2];\r
+v[1].rgba.a = vertex2->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex3->x);\r
+v[2].xyz.y = fpoint(vertex3->y);\r
+v[2].xyz.z = fpoint(vertex3->z);\r
+v[2].rgba.r = vertex3->c.col[0];\r
+v[2].rgba.g = vertex3->c.col[1];\r
+v[2].rgba.b = vertex3->c.col[2];\r
+v[2].rgba.a = vertex3->c.col[3];\r
+\r
+v[3].xyz.x = fpoint(vertex4->x);\r
+v[3].xyz.y = fpoint(vertex4->y);\r
+v[3].xyz.z = fpoint(vertex4->z);\r
+v[3].rgba.r = vertex4->c.col[0];\r
+v[3].rgba.g = vertex4->c.col[1];\r
+v[3].rgba.b = vertex4->c.col[2];\r
+v[3].rgba.a = vertex4->c.col[3];\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+\r
+__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
+{\r
+Vertex2 v[4];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].rgba.r = vertex1->c.col[0];\r
+v[1].rgba.g = vertex1->c.col[1];\r
+v[1].rgba.b = vertex1->c.col[2];\r
+v[1].rgba.a = vertex1->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex4->x);\r
+v[2].xyz.y = fpoint(vertex4->y);\r
+v[2].xyz.z = fpoint(vertex4->z);\r
+v[2].rgba.r = vertex1->c.col[0];\r
+v[2].rgba.g = vertex1->c.col[1];\r
+v[2].rgba.b = vertex1->c.col[2];\r
+v[2].rgba.a = vertex1->c.col[3];\r
+\r
+v[3].xyz.x = fpoint(vertex3->x);\r
+v[3].xyz.y = fpoint(vertex3->y);\r
+v[3].xyz.z = fpoint(vertex3->z);\r
+v[3].rgba.r = vertex1->c.col[0];\r
+v[3].rgba.g = vertex1->c.col[1];\r
+v[3].rgba.b = vertex1->c.col[2];\r
+v[3].rgba.a = vertex1->c.col[3];\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+\r
+\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+ \r
+__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)\r
+{\r
+ Vertex2 v[4];\r
+\r
+v[0].xyz.x = fpoint(vertex1->x);\r
+v[0].xyz.y = fpoint(vertex1->y);\r
+v[0].xyz.z = fpoint(vertex1->z);\r
+v[0].rgba.r = vertex1->c.col[0];\r
+v[0].rgba.g = vertex1->c.col[1];\r
+v[0].rgba.b = vertex1->c.col[2];\r
+v[0].rgba.a = vertex1->c.col[3];\r
+\r
+v[1].xyz.x = fpoint(vertex2->x);\r
+v[1].xyz.y = fpoint(vertex2->y);\r
+v[1].xyz.z = fpoint(vertex2->z);\r
+v[1].rgba.r = vertex2->c.col[0];\r
+v[1].rgba.g = vertex2->c.col[1];\r
+v[1].rgba.b = vertex2->c.col[2];\r
+v[1].rgba.a = vertex2->c.col[3];\r
+\r
+v[3].xyz.x = fpoint(vertex3->x);\r
+v[3].xyz.y = fpoint(vertex3->y);\r
+v[3].xyz.z = fpoint(vertex3->z);\r
+v[3].rgba.r = vertex3->c.col[0];\r
+v[3].rgba.g = vertex3->c.col[1];\r
+v[3].rgba.b = vertex3->c.col[2];\r
+v[3].rgba.a = vertex3->c.col[3];\r
+\r
+v[2].xyz.x = fpoint(vertex4->x);\r
+v[2].xyz.y = fpoint(vertex4->y);\r
+v[2].xyz.z = fpoint(vertex4->z);\r
+v[2].rgba.r = vertex4->c.col[0];\r
+v[2].rgba.g = vertex4->c.col[1];\r
+v[2].rgba.b = vertex4->c.col[2];\r
+v[2].rgba.a = vertex4->c.col[3];\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glEnableClientState(GL_COLOR_ARRAY);\r
+\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);\r
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);\r
+\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+glDisableClientState(GL_COLOR_ARRAY);\r
+}\r
+\r
+///////////////////////////////////////////////////////// \r
+ \r
+__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, \r
+ OGLVertex* vertex3, OGLVertex* vertex4) \r
+{\r
+Vec3f v[4];\r
+\r
+v[0].x = fpoint(vertex1->x);\r
+v[0].y = fpoint(vertex1->y);\r
+v[0].z = fpoint(vertex1->z);\r
+\r
+v[1].x = fpoint(vertex2->x);\r
+v[1].y = fpoint(vertex2->y);\r
+v[1].z = fpoint(vertex2->z);\r
+\r
+v[2].x = fpoint(vertex4->x);\r
+v[2].y = fpoint(vertex4->y);\r
+v[2].z = fpoint(vertex4->z);\r
+\r
+v[3].x = fpoint(vertex3->x);\r
+v[3].y = fpoint(vertex3->y);\r
+v[3].z = fpoint(vertex3->z);\r
+\r
+glEnableClientState(GL_VERTEX_ARRAY);\r
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);\r
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);\r
+glDisableClientState(GL_VERTEX_ARRAY);\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Transparent blending settings\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+static GLenum obm1=GL_ZERO;\r
+static GLenum obm2=GL_ZERO;\r
+\r
+typedef struct SEMITRANSTAG\r
+{\r
+ GLenum srcFac;\r
+ GLenum dstFac;\r
+ GLubyte alpha;\r
+} SemiTransParams;\r
+\r
+SemiTransParams TransSets[4]=\r
+{\r
+ {GL_SRC_ALPHA,GL_SRC_ALPHA, 127},\r
+ {GL_ONE, GL_ONE, 255},\r
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},\r
+ {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 192}\r
+}; \r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetSemiTrans(void)\r
+{\r
+/*\r
+* 0.5 x B + 0.5 x F\r
+* 1.0 x B + 1.0 x F\r
+* 1.0 x B - 1.0 x F\r
+* 1.0 x B +0.25 x F\r
+*/\r
+\r
+ if(!DrawSemiTrans) // no semi trans at all?\r
+ {\r
+ if(bBlendEnable)\r
+ {glDisable(GL_BLEND);bBlendEnable=FALSE;} // -> don't wanna blend\r
+ ubGloAlpha=ubGloColAlpha=255; // -> full alpha\r
+ return; // -> and bye\r
+ }\r
+\r
+ ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha;\r
+\r
+ if(!bBlendEnable)\r
+ {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend\r
+\r
+ if(TransSets[GlobalTextABR].srcFac!=obm1 || \r
+ TransSets[GlobalTextABR].dstFac!=obm2)\r
+ {\r
+ //if(glBlendEquationEXTEx==NULL)\r
+ {\r
+ obm1=TransSets[GlobalTextABR].srcFac;\r
+ obm2=TransSets[GlobalTextABR].dstFac;\r
+ glBlendFunc(obm1,obm2); // set blend func\r
+ }\r
+ /*else\r
+ if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR)\r
+ {\r
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)\r
+ glBlendEquationEXTEx(FUNC_ADD_EXT);\r
+ obm1=TransSets[GlobalTextABR].srcFac;\r
+ obm2=TransSets[GlobalTextABR].dstFac;\r
+ glBlendFunc(obm1,obm2); // set blend func\r
+ }\r
+ else\r
+ {\r
+ glBlendEquationEXTEx(FUNC_REVERSESUBTRACT_EXT);\r
+ obm1=TransSets[GlobalTextABR].srcFac;\r
+ obm2=TransSets[GlobalTextABR].dstFac;\r
+ glBlendFunc(GL_ONE,GL_ONE); // set blend func\r
+ }*/\r
+ }\r
+}\r
+\r
+void SetScanTrans(void) // blending for scan lines\r
+{\r
+/* if(glBlendEquationEXTEx!=NULL)\r
+ {\r
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)\r
+ glBlendEquationEXTEx(FUNC_ADD_EXT);\r
+ }\r
+*/\r
+ obm1=TransSets[0].srcFac;\r
+ obm2=TransSets[0].dstFac;\r
+ glBlendFunc(obm1,obm2); // set blend func\r
+}\r
+\r
+void SetScanTexTrans(void) // blending for scan mask texture\r
+{\r
+/* if(glBlendEquationEXTEx!=NULL)\r
+ {\r
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)\r
+ glBlendEquationEXTEx(FUNC_ADD_EXT);\r
+ }\r
+*/\r
+ obm1=TransSets[2].srcFac;\r
+ obm2=TransSets[2].dstFac;\r
+ glBlendFunc(obm1,obm2); // set blend func\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// multi pass in old 'Advanced blending' mode... got it from Lewpy :)\r
+//////////////////////////////////////////////////////////////////////// \r
+\r
+SemiTransParams MultiTexTransSets[4][2]=\r
+{\r
+ {\r
+ {GL_ONE ,GL_SRC_ALPHA, 127},\r
+ {GL_SRC_ALPHA,GL_ONE, 127}\r
+ },\r
+ {\r
+ {GL_ONE, GL_SRC_ALPHA, 255},\r
+ {GL_SRC_ALPHA,GL_ONE, 255}\r
+ },\r
+ {\r
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},\r
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255}\r
+ },\r
+ {\r
+ {GL_SRC_ALPHA,GL_ONE, 127},\r
+ {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 255}\r
+ }\r
+}; \r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+\r
+SemiTransParams MultiColTransSets[4]=\r
+{\r
+ {GL_ONE_MINUS_SRC_ALPHA,GL_SRC_ALPHA,127},\r
+ {GL_ONE, GL_ONE, 255},\r
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},\r
+ {GL_SRC_ALPHA,GL_ONE, 127}\r
+}; \r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+\r
+void SetSemiTransMulti(int Pass)\r
+{\r
+ static GLenum bm1=GL_ZERO;\r
+ static GLenum bm2=GL_ONE;\r
+\r
+ ubGloAlpha=255;\r
+ ubGloColAlpha=255;\r
+ \r
+ // are we enabling SemiTransparent mode?\r
+ if(DrawSemiTrans)\r
+ {\r
+ if(bDrawTextured)\r
+ {\r
+ bm1=MultiTexTransSets[GlobalTextABR][Pass].srcFac;\r
+ bm2=MultiTexTransSets[GlobalTextABR][Pass].dstFac;\r
+ ubGloAlpha=MultiTexTransSets[GlobalTextABR][Pass].alpha;\r
+ }\r
+ // no texture\r
+ else\r
+ {\r
+ bm1=MultiColTransSets[GlobalTextABR].srcFac;\r
+ bm2=MultiColTransSets[GlobalTextABR].dstFac;\r
+ ubGloColAlpha=MultiColTransSets[GlobalTextABR].alpha;\r
+ }\r
+ }\r
+ // no shading\r
+ else\r
+ {\r
+ if(Pass==0)\r
+ {\r
+ // disable blending\r
+ bm1=GL_ONE;bm2=GL_ZERO;\r
+ }\r
+ else\r
+ {\r
+ // disable blending, but add src col a second time\r
+ bm1=GL_ONE;bm2=GL_ONE;\r
+ }\r
+ }\r
+\r
+ if(!bBlendEnable)\r
+ {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend\r
+\r
+ if(bm1!=obm1 || bm2!=obm2)\r
+ {\r
+ glBlendFunc(bm1,bm2); // set blend func\r
+ obm1=bm1;obm2=bm2;\r
+ }\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Set several rendering stuff including blending \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+__inline void SetZMask3O(void)\r
+{\r
+ if(iUseMask && DrawSemiTrans && !iSetMask)\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+}\r
+\r
+__inline void SetZMask3(void)\r
+{\r
+ if(iUseMask)\r
+ {\r
+ if(iSetMask || DrawSemiTrans)\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;}\r
+ else\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+ }\r
+}\r
+\r
+__inline void SetZMask3NT(void)\r
+{\r
+ if(iUseMask)\r
+ {\r
+ if(iSetMask)\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;}\r
+ else\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+__inline void SetZMask4O(void)\r
+{\r
+ if(iUseMask && DrawSemiTrans && !iSetMask)\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+}\r
+\r
+__inline void SetZMask4(void)\r
+{\r
+ if(iUseMask)\r
+ {\r
+ if(iSetMask || DrawSemiTrans)\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}\r
+ else\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+ }\r
+}\r
+\r
+__inline void SetZMask4NT(void)\r
+{\r
+ if(iUseMask)\r
+ {\r
+ if(iSetMask==1)\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}\r
+ else\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+ }\r
+}\r
+\r
+__inline void SetZMask4SP(void)\r
+{\r
+ if(iUseMask)\r
+ {\r
+ if(iSetMask==1)\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}\r
+ else\r
+ {\r
+ if(bCheckMask)\r
+ {\r
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
+ gl_z+=0.00004f;\r
+ }\r
+ else\r
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+__inline void SetRenderState(unsigned long DrawAttributes)\r
+{\r
+ bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE;\r
+ DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE;\r
+} \r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+\r
+__inline void SetRenderColor(unsigned long DrawAttributes)\r
+{\r
+ if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;}\r
+ else\r
+ {\r
+ g_m1=DrawAttributes&0xff;\r
+ g_m2=(DrawAttributes>>8)&0xff;\r
+ g_m3=(DrawAttributes>>16)&0xff;\r
+ }\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+ \r
+void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol)\r
+{\r
+ if((bUseMultiPass) && (bDrawTextured) && !(bDrawNonShaded))\r
+ {bDrawMultiPass = TRUE; SetSemiTransMulti(0);}\r
+ else {bDrawMultiPass = FALSE;SetSemiTrans();}\r
+\r
+ if(bDrawTextured) // texture ? build it/get it from cache\r
+ {\r
+ GLuint currTex;\r
+ if(bUsingTWin) currTex=LoadTextureWnd(GlobalTexturePage,GlobalTextTP, ulClutID);\r
+ else if(bUsingMovie) currTex=LoadTextureMovie();\r
+ else currTex=SelectSubTextureS(GlobalTextTP,ulClutID);\r
+\r
+ if(gTexName!=currTex)\r
+ {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);}\r
+\r
+ if(!bTexEnabled) // -> turn texturing on\r
+ {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);}\r
+ }\r
+ else // no texture ?\r
+ if(bTexEnabled) \r
+ {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);} // -> turn texturing off\r
+\r
+ if(bSCol) // also set color ?\r
+ {\r
+ if((dwActFixes&4) && ((DrawAttributes&0x00ffffff)==0))\r
+ DrawAttributes|=0x007f7f7f;\r
+\r
+ if(bDrawNonShaded) // -> non shaded?\r
+ {\r
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f; // --> solid color...\r
+ else */vertex[0].c.lcol=0xffffff;\r
+ }\r
+ else // -> shaded?\r
+ {\r
+// if(!bUseMultiPass && !bGLBlend) // --> given color...\r
+ vertex[0].c.lcol=DoubleBGR2RGB(DrawAttributes);\r
+// else vertex[0].c.lcol=DrawAttributes;\r
+ }\r
+ vertex[0].c.col[3]=ubGloAlpha; // -> set color with\r
+ SETCOL(vertex[0]); // texture alpha\r
+ }\r
+ \r
+ if(bDrawSmoothShaded!=bOldSmoothShaded) // shading changed?\r
+ {\r
+ if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH); // -> set actual shading\r
+ else glShadeModel(GL_FLAT);\r
+ bOldSmoothShaded=bDrawSmoothShaded;\r
+ }\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Set Opaque multipass color\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void SetOpaqueColor(unsigned long DrawAttributes)\r
+{\r
+ if(bDrawNonShaded) return; // no shading? bye\r
+ \r
+ DrawAttributes=DoubleBGR2RGB(DrawAttributes); // multipass is just half color, so double it on opaque pass\r
+ vertex[0].c.lcol=DrawAttributes|0xff000000;\r
+ SETCOL(vertex[0]); // set color\r
+}\r
+\r
+//////////////////////////////////////////////////////////////////////// \r
+// Fucking stupid screen coord checking\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL ClipVertexListScreen(void)\r
+{\r
+ if (lx0 >= PSXDisplay.DisplayEnd.x) goto NEXTSCRTEST;\r
+ if (ly0 >= PSXDisplay.DisplayEnd.y) goto NEXTSCRTEST;\r
+ if (lx2 < PSXDisplay.DisplayPosition.x) goto NEXTSCRTEST;\r
+ if (ly2 < PSXDisplay.DisplayPosition.y) goto NEXTSCRTEST;\r
+\r
+ return TRUE;\r
+\r
+NEXTSCRTEST:\r
+ if(PSXDisplay.InterlacedTest) return FALSE;\r
+\r
+ if (lx0 >= PreviousPSXDisplay.DisplayEnd.x) return FALSE;\r
+ if (ly0 >= PreviousPSXDisplay.DisplayEnd.y) return FALSE;\r
+ if (lx2 < PreviousPSXDisplay.DisplayPosition.x) return FALSE;\r
+ if (ly2 < PreviousPSXDisplay.DisplayPosition.y) return FALSE;\r
+\r
+ return TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL bDrawOffscreenFront(void)\r
+{\r
+ if(sxmin < PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front\r
+ if(symin < PSXDisplay.DisplayPosition.y) return FALSE;\r
+ if(sxmax > PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if(symax > PSXDisplay.DisplayEnd.y) return FALSE;\r
+ return TRUE;\r
+}\r
+\r
+BOOL bOnePointInFront(void)\r
+{\r
+ if(sxmax< PSXDisplay.DisplayPosition.x)\r
+ return FALSE;\r
+\r
+ if(symax< PSXDisplay.DisplayPosition.y)\r
+ return FALSE;\r
+\r
+ if(sxmin>=PSXDisplay.DisplayEnd.x)\r
+ return FALSE;\r
+\r
+ if(symin>=PSXDisplay.DisplayEnd.y)\r
+ return FALSE;\r
+\r
+ return TRUE;\r
+}\r
+ \r
+\r
+BOOL bOnePointInBack(void)\r
+{\r
+ if(sxmax< PreviousPSXDisplay.DisplayPosition.x)\r
+ return FALSE;\r
+\r
+ if(symax< PreviousPSXDisplay.DisplayPosition.y)\r
+ return FALSE;\r
+\r
+ if(sxmin>=PreviousPSXDisplay.DisplayEnd.x)\r
+ return FALSE;\r
+\r
+ if(symin>=PreviousPSXDisplay.DisplayEnd.y)\r
+ return FALSE;\r
+\r
+ return TRUE;\r
+}\r
+ \r
+BOOL bDrawOffscreen4(void)\r
+{\r
+ BOOL bFront;short sW,sH;\r
+\r
+ sxmax=max(lx0,max(lx1,max(lx2,lx3)));\r
+ if(sxmax<drawX) return FALSE;\r
+ sxmin=min(lx0,min(lx1,min(lx2,lx3)));\r
+ if(sxmin>drawW) return FALSE;\r
+ symax=max(ly0,max(ly1,max(ly2,ly3)));\r
+ if(symax<drawY) return FALSE;\r
+ symin=min(ly0,min(ly1,min(ly2,ly3)));\r
+ if(symin>drawH) return FALSE;\r
+\r
+ if(PSXDisplay.Disabled) return TRUE; // disabled? ever\r
+\r
+ if(iOffscreenDrawing==1) return bFullVRam;\r
+\r
+ if(dwActFixes&1 && iOffscreenDrawing==4)\r
+ {\r
+ if(PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&\r
+ PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&\r
+ PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&\r
+ PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)\r
+ {\r
+ bRenderFrontBuffer=TRUE;\r
+ return FALSE;\r
+ }\r
+ }\r
+\r
+ sW=drawW-1;sH=drawH-1;\r
+ \r
+ sxmin=min(sW,max(sxmin,drawX));\r
+ sxmax=max(drawX,min(sxmax,sW));\r
+ symin=min(sH,max(symin,drawY));\r
+ symax=max(drawY,min(symax,sH));\r
+\r
+ if(bOnePointInBack()) return bFullVRam;\r
+\r
+ if(iOffscreenDrawing==2) \r
+ bFront=bDrawOffscreenFront();\r
+ else bFront=bOnePointInFront();\r
+\r
+ if(bFront)\r
+ {\r
+ if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust\r
+ \r
+ vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[3].x=lx3 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+ vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+ vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+ vertex[3].y=ly3 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+\r
+ if(iOffscreenDrawing==4 && !(dwActFixes&1)) // -> frontbuffer wanted\r
+ {\r
+ bRenderFrontBuffer=TRUE;\r
+ //return TRUE;\r
+ }\r
+ return bFullVRam; // -> but no od\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+ \r
+BOOL bDrawOffscreen3(void)\r
+{\r
+ BOOL bFront;short sW,sH;\r
+\r
+ sxmax=max(lx0,max(lx1,lx2));\r
+ if(sxmax<drawX) return FALSE;\r
+ sxmin=min(lx0,min(lx1,lx2));\r
+ if(sxmin>drawW) return FALSE;\r
+ symax=max(ly0,max(ly1,ly2));\r
+ if(symax<drawY) return FALSE;\r
+ symin=min(ly0,min(ly1,ly2));\r
+ if(symin>drawH) return FALSE;\r
+\r
+ if(PSXDisplay.Disabled) return TRUE; // disabled? ever\r
+\r
+ if(iOffscreenDrawing==1) return bFullVRam;\r
+\r
+ sW=drawW-1;sH=drawH-1;\r
+ sxmin=min(sW,max(sxmin,drawX));\r
+ sxmax=max(drawX,min(sxmax,sW));\r
+ symin=min(sH,max(symin,drawY));\r
+ symax=max(drawY,min(symax,sH));\r
+\r
+ if(bOnePointInBack()) return bFullVRam;\r
+\r
+ if(iOffscreenDrawing==2) \r
+ bFront=bDrawOffscreenFront();\r
+ else bFront=bOnePointInFront();\r
+\r
+ if(bFront)\r
+ {\r
+ if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust\r
+\r
+ vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;\r
+ vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+ vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+ vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;\r
+\r
+ if(iOffscreenDrawing==4) // -> frontbuffer wanted\r
+ {\r
+ bRenderFrontBuffer=TRUE;\r
+ // return TRUE;\r
+ }\r
+\r
+ return bFullVRam; // -> but no od\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL FastCheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1)\r
+{\r
+ PSXRect_t xUploadArea;\r
+\r
+ imageX1 += imageX0;\r
+ imageY1 += imageY0;\r
+\r
+ if (imageX0 < PreviousPSXDisplay.DisplayPosition.x)\r
+ xUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX0 > PreviousPSXDisplay.DisplayEnd.x)\r
+ xUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x;\r
+ else\r
+ xUploadArea.x0 = imageX0;\r
+\r
+ if(imageX1 < PreviousPSXDisplay.DisplayPosition.x)\r
+ xUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX1 > PreviousPSXDisplay.DisplayEnd.x)\r
+ xUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;\r
+ else\r
+ xUploadArea.x1 = imageX1;\r
+\r
+ if (imageY0 < PreviousPSXDisplay.DisplayPosition.y)\r
+ xUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY0 > PreviousPSXDisplay.DisplayEnd.y)\r
+ xUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y;\r
+ else\r
+ xUploadArea.y0 = imageY0;\r
+\r
+ if (imageY1 < PreviousPSXDisplay.DisplayPosition.y)\r
+ xUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY1 > PreviousPSXDisplay.DisplayEnd.y)\r
+ xUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;\r
+ else\r
+ xUploadArea.y1 = imageY1;\r
+\r
+ if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1))\r
+ return TRUE;\r
+ else return FALSE;\r
+}\r
+\r
+BOOL CheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1)\r
+{\r
+ imageX1 += imageX0;\r
+ imageY1 += imageY0;\r
+\r
+ if (imageX0 < PreviousPSXDisplay.DisplayPosition.x)\r
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX0 > PreviousPSXDisplay.DisplayEnd.x)\r
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x;\r
+ else\r
+ xrUploadArea.x0 = imageX0;\r
+\r
+ if(imageX1 < PreviousPSXDisplay.DisplayPosition.x)\r
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX1 > PreviousPSXDisplay.DisplayEnd.x)\r
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;\r
+ else\r
+ xrUploadArea.x1 = imageX1;\r
+\r
+ if (imageY0 < PreviousPSXDisplay.DisplayPosition.y)\r
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY0 > PreviousPSXDisplay.DisplayEnd.y)\r
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y;\r
+ else\r
+ xrUploadArea.y0 = imageY0;\r
+\r
+ if (imageY1 < PreviousPSXDisplay.DisplayPosition.y)\r
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY1 > PreviousPSXDisplay.DisplayEnd.y)\r
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;\r
+ else\r
+ xrUploadArea.y1 = imageY1;\r
+\r
+ if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1))\r
+ return TRUE;\r
+ else return FALSE;\r
+}\r
+\r
+BOOL FastCheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1)\r
+{\r
+ PSXRect_t xUploadArea;\r
+\r
+ imageX1 += imageX0;\r
+ imageY1 += imageY0;\r
+\r
+ if (imageX0 < PSXDisplay.DisplayPosition.x)\r
+ xUploadArea.x0 = PSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX0 > PSXDisplay.DisplayEnd.x)\r
+ xUploadArea.x0 = PSXDisplay.DisplayEnd.x;\r
+ else\r
+ xUploadArea.x0 = imageX0;\r
+\r
+ if(imageX1 < PSXDisplay.DisplayPosition.x)\r
+ xUploadArea.x1 = PSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX1 > PSXDisplay.DisplayEnd.x)\r
+ xUploadArea.x1 = PSXDisplay.DisplayEnd.x;\r
+ else\r
+ xUploadArea.x1 = imageX1;\r
+\r
+ if (imageY0 < PSXDisplay.DisplayPosition.y)\r
+ xUploadArea.y0 = PSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY0 > PSXDisplay.DisplayEnd.y)\r
+ xUploadArea.y0 = PSXDisplay.DisplayEnd.y;\r
+ else\r
+ xUploadArea.y0 = imageY0;\r
+\r
+ if (imageY1 < PSXDisplay.DisplayPosition.y)\r
+ xUploadArea.y1 = PSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY1 > PSXDisplay.DisplayEnd.y)\r
+ xUploadArea.y1 = PSXDisplay.DisplayEnd.y;\r
+ else\r
+ xUploadArea.y1 = imageY1;\r
+\r
+ if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1))\r
+ return TRUE; \r
+ else return FALSE;\r
+}\r
+\r
+BOOL CheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1)\r
+{\r
+ imageX1 += imageX0;\r
+ imageY1 += imageY0;\r
+\r
+ if (imageX0 < PSXDisplay.DisplayPosition.x)\r
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX0 > PSXDisplay.DisplayEnd.x)\r
+ xrUploadArea.x0 = PSXDisplay.DisplayEnd.x;\r
+ else\r
+ xrUploadArea.x0 = imageX0;\r
+\r
+ if(imageX1 < PSXDisplay.DisplayPosition.x)\r
+ xrUploadArea.x1 = PSXDisplay.DisplayPosition.x;\r
+ else\r
+ if (imageX1 > PSXDisplay.DisplayEnd.x)\r
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;\r
+ else\r
+ xrUploadArea.x1 = imageX1;\r
+\r
+ if (imageY0 < PSXDisplay.DisplayPosition.y)\r
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY0 > PSXDisplay.DisplayEnd.y)\r
+ xrUploadArea.y0 = PSXDisplay.DisplayEnd.y;\r
+ else\r
+ xrUploadArea.y0 = imageY0;\r
+\r
+ if (imageY1 < PSXDisplay.DisplayPosition.y)\r
+ xrUploadArea.y1 = PSXDisplay.DisplayPosition.y;\r
+ else\r
+ if (imageY1 > PSXDisplay.DisplayEnd.y)\r
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;\r
+ else\r
+ xrUploadArea.y1 = imageY1;\r
+\r
+ if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1))\r
+ return TRUE; \r
+ else return FALSE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PrepareFullScreenUpload (long Position)\r
+{\r
+ if (Position==-1) // rgb24\r
+ {\r
+ if(PSXDisplay.Interlaced)\r
+ {\r
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;\r
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;\r
+ }\r
+ else\r
+ {\r
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;\r
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;\r
+ }\r
+\r
+ if(bNeedRGB24Update)\r
+ {\r
+ if(lClearOnSwap) \r
+ {\r
+// lClearOnSwap=0;\r
+ }\r
+ else \r
+ if(PSXDisplay.Interlaced && PreviousPSXDisplay.RGB24<2) // in interlaced mode we upload at least two full frames (GT1 menu)\r
+ {\r
+ PreviousPSXDisplay.RGB24++;\r
+ }\r
+ else\r
+ {\r
+ xrUploadArea.y1 = min(xrUploadArea.y0+xrUploadAreaRGB24.y1,xrUploadArea.y1);\r
+ xrUploadArea.y0+=xrUploadAreaRGB24.y0;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ if (Position)\r
+ {\r
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;\r
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;\r
+ }\r
+ else\r
+ {\r
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;\r
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;\r
+ }\r
+\r
+ if (xrUploadArea.x0 < 0) xrUploadArea.x0 = 0;\r
+ else\r
+ if (xrUploadArea.x0 > 1023) xrUploadArea.x0 = 1023;\r
+\r
+ if (xrUploadArea.x1 < 0) xrUploadArea.x1 = 0;\r
+ else\r
+ if (xrUploadArea.x1 > 1024) xrUploadArea.x1 = 1024;\r
+\r
+ if (xrUploadArea.y0 < 0) xrUploadArea.y0 = 0;\r
+ else\r
+ if (xrUploadArea.y0 > iGPUHeightMask) xrUploadArea.y0 = iGPUHeightMask;\r
+\r
+ if (xrUploadArea.y1 < 0) xrUploadArea.y1 = 0;\r
+ else\r
+ if (xrUploadArea.y1 > iGPUHeight) xrUploadArea.y1 = iGPUHeight;\r
+\r
+ if (PSXDisplay.RGB24)\r
+ {\r
+ InvalidateTextureArea(xrUploadArea.x0,xrUploadArea.y0,xrUploadArea.x1-xrUploadArea.x0,xrUploadArea.y1-xrUploadArea.y0);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Upload screen (MDEC and such)\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+u8 * LoadDirectMovieFast(void);\r
+\r
+void UploadScreenEx(long Position)\r
+{\r
+ short ya,yb,xa,xb,x, y, YStep, XStep, U, UStep,ux[4],vy[4];\r
+\r
+ if(!PSXDisplay.DisplayMode.x) return;\r
+ if(!PSXDisplay.DisplayMode.y) return;\r
+\r
+ glDisable(GL_SCISSOR_TEST);\r
+ glShadeModel(GL_FLAT);\r
+ bOldSmoothShaded=FALSE;\r
+ glDisable(GL_BLEND);\r
+ bBlendEnable=FALSE;\r
+ glDisable(GL_TEXTURE_2D);\r
+ bTexEnabled=FALSE;\r
+ glDisable(GL_ALPHA_TEST);\r
+\r
+ //glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x),\r
+ // -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y)));\r
+ \r
+ //----------------------------------------------------//\r
+\r
+ YStep = 256; // max texture size\r
+ XStep = 256;\r
+ UStep = (PSXDisplay.RGB24 ? 128 : 0);\r
+ ya = xrUploadArea.y0;\r
+ yb = xrUploadArea.y1;\r
+ xa = xrUploadArea.x0;\r
+ xb = xrUploadArea.x1;\r
+ \r
+ for(y=ya;y<=yb;y+=YStep) // loop y\r
+ {\r
+ U = 0;\r
+ for(x=xa;x<=xb;x+=XStep) // loop x\r
+ {\r
+ ly0 = ly1 = y; // -> get y coords\r
+ ly2 = y + YStep;\r
+ if (ly2 > yb) ly2 = yb;\r
+ ly3 = ly2;\r
+\r
+ lx0 = lx3 = x; // -> get x coords\r
+ lx1 = x + XStep;\r
+ if (lx1 > xb) lx1 = xb;\r
+\r
+ lx2 = lx1;\r
+\r
+ ux[0]=ux[3]=(xa - x); // -> set tex x coords\r
+ if (ux[0] < 0) ux[0]=ux[3]=0;\r
+ ux[2]=ux[1]=(xb - x);\r
+ if (ux[2] > 256) ux[2]=ux[1]=256;\r
+\r
+ vy[0]=vy[1]=(ya - y); // -> set tex y coords\r
+ if (vy[0] < 0) vy[0]=vy[1]=0;\r
+ vy[2]=vy[3]=(yb - y);\r
+ if (vy[2] > 256) vy[2]=vy[3]=256;\r
+\r
+ if ((ux[0] >= ux[2]) || // -> cheaters never win...\r
+ (vy[0] >= vy[2])) continue; // (but winners always cheat...)\r
+ \r
+ xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0;\r
+ xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2;\r
+ \r
+ offsetScreenUpload(Position);\r
+\r
+ //glRasterPos2f(vertex[0].x,vertex[0].y);\r
+\r
+ //glDrawPixels(xrMovieArea.x1-xrMovieArea.x0,\r
+ // xrMovieArea.y1-xrMovieArea.y0,\r
+ // GL_RGBA,GL_UNSIGNED_BYTE,\r
+ LoadDirectMovieFast();//);\r
+\r
+ U+=UStep;\r
+ }\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+\r
+// glPixelZoom(1.0F,1.0F);\r
+\r
+ glEnable(GL_ALPHA_TEST);\r
+ glEnable(GL_SCISSOR_TEST);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void UploadScreen(long Position)\r
+{\r
+ short x, y, YStep, XStep, U, s, UStep,ux[4],vy[4];\r
+ short xa,xb,ya,yb;\r
+\r
+ if(xrUploadArea.x0>1023) xrUploadArea.x0=1023;\r
+ if(xrUploadArea.x1>1024) xrUploadArea.x1=1024;\r
+ if(xrUploadArea.y0>iGPUHeightMask) xrUploadArea.y0=iGPUHeightMask;\r
+ if(xrUploadArea.y1>iGPUHeight) xrUploadArea.y1=iGPUHeight;\r
+\r
+ if(xrUploadArea.x0==xrUploadArea.x1) return;\r
+ if(xrUploadArea.y0==xrUploadArea.y1) return;\r
+\r
+ if(PSXDisplay.Disabled && iOffscreenDrawing<4) return;\r
+\r
+ iDrawnSomething = 2;\r
+ iLastRGB24=PSXDisplay.RGB24+1;\r
+\r
+ if(bSkipNextFrame) return;\r
+\r
+ if(dwActFixes & 2) {UploadScreenEx(Position);return;}\r
+\r
+ bUsingMovie = TRUE;\r
+ bDrawTextured = TRUE; // just doing textures\r
+ bDrawSmoothShaded = FALSE;\r
+\r
+/* if(bGLBlend) vertex[0].c.lcol=0xff7f7f7f; // set solid col\r
+ else */vertex[0].c.lcol=0xffffffff;\r
+ SETCOL(vertex[0]); \r
+\r
+ SetOGLDisplaySettings(0);\r
+\r
+ YStep = 256; // max texture size\r
+ XStep = 256;\r
+\r
+ UStep = (PSXDisplay.RGB24 ? 128 : 0);\r
+ \r
+ ya=xrUploadArea.y0;\r
+ yb=xrUploadArea.y1;\r
+ xa=xrUploadArea.x0;\r
+ xb=xrUploadArea.x1;\r
+\r
+ for(y=ya;y<=yb;y+=YStep) // loop y\r
+ {\r
+ U = 0;\r
+ for(x=xa;x<=xb;x+=XStep) // loop x\r
+ {\r
+ ly0 = ly1 = y; // -> get y coords\r
+ ly2 = y + YStep;\r
+ if (ly2 > yb) ly2 = yb;\r
+ ly3 = ly2;\r
+\r
+ lx0 = lx3 = x; // -> get x coords\r
+ lx1 = x + XStep;\r
+ if (lx1 > xb) lx1 = xb;\r
+\r
+ lx2 = lx1;\r
+\r
+ ux[0]=ux[3]=(xa - x); // -> set tex x coords\r
+ if (ux[0] < 0) ux[0]=ux[3]=0;\r
+ ux[2]=ux[1]=(xb - x);\r
+ if (ux[2] > 256) ux[2]=ux[1]=256;\r
+\r
+ vy[0]=vy[1]=(ya - y); // -> set tex y coords\r
+ if (vy[0] < 0) vy[0]=vy[1]=0;\r
+ vy[2]=vy[3]=(yb - y);\r
+ if (vy[2] > 256) vy[2]=vy[3]=256;\r
+\r
+ if ((ux[0] >= ux[2]) || // -> cheaters never win...\r
+ (vy[0] >= vy[2])) continue; // (but winners always cheat...)\r
+ \r
+ xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0;\r
+ xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2;\r
+\r
+ s=ux[2] - ux[0]; if(s>255) s=255;\r
+\r
+ gl_ux[2] = gl_ux[1] = s;\r
+ s=vy[2] - vy[0]; if(s>255) s=255;\r
+ gl_vy[2] = gl_vy[3] = s;\r
+ gl_ux[0] = gl_ux[3] = gl_vy[0] = gl_vy[1] = 0;\r
+\r
+ SetRenderState((unsigned long)0x01000000);\r
+ SetRenderMode((unsigned long)0x01000000, FALSE); // upload texture data\r
+ offsetScreenUpload(Position);\r
+ assignTextureVRAMWrite();\r
+\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ U+=UStep;\r
+ }\r
+ }\r
+\r
+ bUsingMovie=FALSE; // done...\r
+ bDisplayNotSet = TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Detect next screen\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL IsCompleteInsideNextScreen(short x, short y, short xoff, short yoff)\r
+{ \r
+ if (x > PSXDisplay.DisplayPosition.x+1) return FALSE;\r
+ if ((x + xoff) < PSXDisplay.DisplayEnd.x-1) return FALSE;\r
+ yoff+=y;\r
+ if (y >= PSXDisplay.DisplayPosition.y &&\r
+ y <= PSXDisplay.DisplayEnd.y )\r
+ {\r
+ if ((yoff) >= PSXDisplay.DisplayPosition.y &&\r
+ (yoff) <= PSXDisplay.DisplayEnd.y ) return TRUE;\r
+ } \r
+ if (y > PSXDisplay.DisplayPosition.y+1) return FALSE;\r
+ if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE;\r
+ return TRUE;\r
+}\r
+\r
+BOOL IsPrimCompleteInsideNextScreen(short x, short y, short xoff, short yoff)\r
+{\r
+ x+=PSXDisplay.DrawOffset.x;\r
+ if (x > PSXDisplay.DisplayPosition.x+1) return FALSE;\r
+ y+=PSXDisplay.DrawOffset.y;\r
+ if (y > PSXDisplay.DisplayPosition.y+1) return FALSE;\r
+ xoff+=PSXDisplay.DrawOffset.x;\r
+ if (xoff < PSXDisplay.DisplayEnd.x-1) return FALSE;\r
+ yoff+=PSXDisplay.DrawOffset.y;\r
+ if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE;\r
+ return TRUE;\r
+}\r
+\r
+BOOL IsInsideNextScreen(short x, short y, short xoff, short yoff)\r
+{ \r
+ if (x > PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if (y > PSXDisplay.DisplayEnd.y) return FALSE;\r
+ if ((x + xoff) < PSXDisplay.DisplayPosition.x) return FALSE;\r
+ if ((y + yoff) < PSXDisplay.DisplayPosition.y) return FALSE;\r
+ return TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// mask stuff...\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+//Mask1 Set mask bit while drawing. 1 = on\r
+//Mask2 Do not draw to mask areas. 1= on\r
+\r
+void cmdSTP(u8 * baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+\r
+ STATUSREG&=~0x1800; // clear the necessary bits\r
+ STATUSREG|=((gdata & 0x03) << 11); // set the current bits\r
+\r
+ if(!iUseMask) return;\r
+\r
+ if(gdata&1) {sSetMask=0x8000;lSetMask=0x80008000;iSetMask=1;}\r
+ else {sSetMask=0; lSetMask=0; iSetMask=0;}\r
+\r
+ if(gdata&2) \r
+ {\r
+ if(!(gdata&1)) iSetMask=2;\r
+ bCheckMask=TRUE;\r
+ if(iDepthFunc==0) return;\r
+ iDepthFunc=0;\r
+ glDepthFunc(GL_LESS);\r
+ }\r
+ else\r
+ {\r
+ bCheckMask=FALSE;\r
+ if(iDepthFunc==1) return;\r
+ glDepthFunc(GL_ALWAYS);\r
+ iDepthFunc=1;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: Set texture page infos\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void cmdTexturePage(u8 * baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+ UpdateGlobalTP((unsigned short)gdata);\r
+ GlobalTextREST = (gdata&0x00ffffff)>>9;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: turn on/off texture window\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void cmdTextureWindow(u8 *baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+\r
+ unsigned long YAlign,XAlign;\r
+\r
+ ulGPUInfoVals[INFO_TW]=gdata&0xFFFFF;\r
+\r
+ if(gdata & 0x020)\r
+ TWin.Position.y1 = 8; // xxxx1\r
+ else if (gdata & 0x040)\r
+ TWin.Position.y1 = 16; // xxx10\r
+ else if (gdata & 0x080)\r
+ TWin.Position.y1 = 32; // xx100\r
+ else if (gdata & 0x100)\r
+ TWin.Position.y1 = 64; // x1000\r
+ else if (gdata & 0x200)\r
+ TWin.Position.y1 = 128; // 10000\r
+ else\r
+ TWin.Position.y1 = 256; // 00000\r
+\r
+ // Texture window size is determined by the least bit set of the relevant 5 bits\r
+\r
+ if (gdata & 0x001)\r
+ TWin.Position.x1 = 8; // xxxx1\r
+ else if (gdata & 0x002)\r
+ TWin.Position.x1 = 16; // xxx10\r
+ else if (gdata & 0x004)\r
+ TWin.Position.x1 = 32; // xx100\r
+ else if (gdata & 0x008)\r
+ TWin.Position.x1 = 64; // x1000\r
+ else if (gdata & 0x010)\r
+ TWin.Position.x1 = 128; // 10000\r
+ else\r
+ TWin.Position.x1 = 256; // 00000\r
+\r
+ // Re-calculate the bit field, because we can't trust what is passed in the data\r
+\r
+ YAlign = (unsigned long)(32 - (TWin.Position.y1 >> 3));\r
+ XAlign = (unsigned long)(32 - (TWin.Position.x1 >> 3));\r
+\r
+ // Absolute position of the start of the texture window\r
+\r
+ TWin.Position.y0 = (short)(((gdata >> 15) & YAlign) << 3);\r
+ TWin.Position.x0 = (short)(((gdata >> 10) & XAlign) << 3);\r
+\r
+ if((TWin.Position.x0 == 0 && // tw turned off\r
+ TWin.Position.y0 == 0 &&\r
+ TWin.Position.x1 == 0 &&\r
+ TWin.Position.y1 == 0) ||\r
+ (TWin.Position.x1 == 256 &&\r
+ TWin.Position.y1 == 256))\r
+ {\r
+ bUsingTWin = FALSE; // -> just do it\r
+\r
+#ifdef OWNSCALE\r
+ TWin.UScaleFactor = 1.0f;\r
+ TWin.VScaleFactor = 1.0f;\r
+#else\r
+ TWin.UScaleFactor = \r
+ TWin.VScaleFactor = 1.0f/256.0f;\r
+#endif\r
+ }\r
+ else // tw turned on\r
+ {\r
+ bUsingTWin = TRUE;\r
+\r
+ TWin.OPosition.y1 = TWin.Position.y1; // -> get psx sizes\r
+ TWin.OPosition.x1 = TWin.Position.x1; \r
+\r
+ if(TWin.Position.x1<=2) TWin.Position.x1=2; // -> set OGL sizes\r
+ else\r
+ if(TWin.Position.x1<=4) TWin.Position.x1=4;\r
+ else\r
+ if(TWin.Position.x1<=8) TWin.Position.x1=8;\r
+ else\r
+ if(TWin.Position.x1<=16) TWin.Position.x1=16;\r
+ else\r
+ if(TWin.Position.x1<=32) TWin.Position.x1=32;\r
+ else\r
+ if(TWin.Position.x1<=64) TWin.Position.x1=64;\r
+ else\r
+ if(TWin.Position.x1<=128) TWin.Position.x1=128;\r
+ else\r
+ if(TWin.Position.x1<=256) TWin.Position.x1=256;\r
+ \r
+ if(TWin.Position.y1<=2) TWin.Position.y1=2;\r
+ else\r
+ if(TWin.Position.y1<=4) TWin.Position.y1=4;\r
+ else\r
+ if(TWin.Position.y1<=8) TWin.Position.y1=8;\r
+ else\r
+ if(TWin.Position.y1<=16) TWin.Position.y1=16;\r
+ else\r
+ if(TWin.Position.y1<=32) TWin.Position.y1=32;\r
+ else\r
+ if(TWin.Position.y1<=64) TWin.Position.y1=64;\r
+ else\r
+ if(TWin.Position.y1<=128) TWin.Position.y1=128;\r
+ else\r
+ if(TWin.Position.y1<=256) TWin.Position.y1=256;\r
+\r
+#ifdef OWNSCALE\r
+ TWin.UScaleFactor = (float)TWin.Position.x1;\r
+ TWin.VScaleFactor = (float)TWin.Position.y1;\r
+#else\r
+ TWin.UScaleFactor = ((float)TWin.Position.x1)/256.0f; // -> set scale factor\r
+ TWin.VScaleFactor = ((float)TWin.Position.y1)/256.0f;\r
+#endif\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// mmm, Lewpy uses that in TileS ... I don't ;)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+/*\r
+void ClampToPSXDrawAreaOffset(short *x0, short *y0, short *x1, short *y1)\r
+{\r
+ if (*x0 < PSXDisplay.DrawArea.x0)\r
+ {\r
+ *x1 -= (PSXDisplay.DrawArea.x0 - *x0);\r
+ *x0 = PSXDisplay.DrawArea.x0;\r
+ }\r
+ else\r
+ if (*x0 > PSXDisplay.DrawArea.x1)\r
+ {\r
+ *x0 = PSXDisplay.DrawArea.x1;\r
+ *x1 = 0;\r
+ }\r
+\r
+ if (*y0 < PSXDisplay.DrawArea.y0)\r
+ {\r
+ *y1 -= (PSXDisplay.DrawArea.y0 - *y0);\r
+ *y0 = PSXDisplay.DrawArea.y0;\r
+ }\r
+ else\r
+ if (*y0 > PSXDisplay.DrawArea.y1)\r
+ {\r
+ *y0 = PSXDisplay.DrawArea.y1;\r
+ *y1 = 0;\r
+ }\r
+\r
+ if (*x1 < 0) *x1 = 0;\r
+\r
+ if ((*x1 + *x0) > PSXDisplay.DrawArea.x1)\r
+ *x1 = (PSXDisplay.DrawArea.x1 - *x0 + 1);\r
+\r
+ if (*y1 < 0) *y1 = 0;\r
+\r
+ if ((*y1 + *y0) > PSXDisplay.DrawArea.y1)\r
+ *y1 = (PSXDisplay.DrawArea.y1 - *y0 + 1);\r
+}\r
+*/\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Check draw area dimensions\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ClampToPSXScreen(short *x0, short *y0, short *x1, short *y1)\r
+{\r
+ if (*x0 < 0) *x0 = 0;\r
+ else\r
+ if (*x0 > 1023) *x0 = 1023;\r
+ \r
+ if (*x1 < 0) *x1 = 0;\r
+ else\r
+ if (*x1 > 1023) *x1 = 1023;\r
+\r
+ if (*y0 < 0) *y0 = 0;\r
+ else\r
+ if (*y0 > iGPUHeightMask) *y0 = iGPUHeightMask;\r
+ \r
+ if (*y1 < 0) *y1 = 0;\r
+ else\r
+ if (*y1 > iGPUHeightMask) *y1 = iGPUHeightMask;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Used in Load Image and Blk Fill\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ClampToPSXScreenOffset(short *x0, short *y0, short *x1, short *y1)\r
+{\r
+ if (*x0 < 0)\r
+ { *x1 += *x0; *x0 = 0; }\r
+ else\r
+ if (*x0 > 1023)\r
+ { *x0 = 1023; *x1 = 0; }\r
+\r
+ if (*y0 < 0)\r
+ { *y1 += *y0; *y0 = 0; }\r
+ else\r
+ if (*y0 > iGPUHeightMask)\r
+ { *y0 = iGPUHeightMask; *y1 = 0; }\r
+\r
+ if (*x1 < 0) *x1 = 0;\r
+\r
+ if ((*x1 + *x0) > 1024) *x1 = (1024 - *x0);\r
+\r
+ if (*y1 < 0) *y1 = 0;\r
+\r
+ if ((*y1 + *y0) > iGPUHeight) *y1 = (iGPUHeight - *y0);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: start of drawing area... primitives will be clipped inside\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void cmdDrawAreaStart(u8 * baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+\r
+ drawX = gdata & 0x3ff; // for soft drawing\r
+ if(drawX>=1024) drawX=1023;\r
+\r
+ if(dwGPUVersion==2)\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWSTART]=gdata&0x3FFFFF;\r
+ drawY = (gdata>>12)&0x3ff;\r
+ }\r
+ else\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWSTART]=gdata&0xFFFFF;\r
+ drawY = (gdata>>10)&0x3ff;\r
+ }\r
+\r
+ if(drawY>=iGPUHeight) drawY=iGPUHeightMask;\r
+\r
+ PreviousPSXDisplay.DrawArea.y0=PSXDisplay.DrawArea.y0;\r
+ PreviousPSXDisplay.DrawArea.x0=PSXDisplay.DrawArea.x0;\r
+\r
+ PSXDisplay.DrawArea.y0 = (short)drawY; // for OGL drawing\r
+ PSXDisplay.DrawArea.x0 = (short)drawX;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: end of drawing area... primitives will be clipped inside\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void cmdDrawAreaEnd(u8 * baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+\r
+ drawW = gdata & 0x3ff; // for soft drawing\r
+ if(drawW>=1024) drawW=1023;\r
+\r
+ if(dwGPUVersion==2)\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWEND]=gdata&0x3FFFFF;\r
+ drawH = (gdata>>12)&0x3ff;\r
+ }\r
+ else\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWEND]=gdata&0xFFFFF;\r
+ drawH = (gdata>>10)&0x3ff;\r
+ }\r
+ \r
+ if(drawH>=iGPUHeight) drawH=iGPUHeightMask;\r
+\r
+ PSXDisplay.DrawArea.y1 = (short)drawH; // for OGL drawing\r
+ PSXDisplay.DrawArea.x1 = (short)drawW;\r
+\r
+ ClampToPSXScreen(&PSXDisplay.DrawArea.x0, // clamp\r
+ &PSXDisplay.DrawArea.y0,\r
+ &PSXDisplay.DrawArea.x1,\r
+ &PSXDisplay.DrawArea.y1);\r
+\r
+ bDisplayNotSet = TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: draw offset... will be added to prim coords\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void cmdDrawOffset(u8 * baseAddr)\r
+{\r
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];\r
+\r
+ PreviousPSXDisplay.DrawOffset.x = \r
+ PSXDisplay.DrawOffset.x = (short)(gdata & 0x7ff);\r
+\r
+ if(dwGPUVersion==2)\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x7FFFFF;\r
+ PSXDisplay.DrawOffset.y = (short)((gdata>>12) & 0x7ff);\r
+ }\r
+ else\r
+ {\r
+ ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x3FFFFF;\r
+ PSXDisplay.DrawOffset.y = (short)((gdata>>11) & 0x7ff);\r
+ }\r
+ \r
+ PSXDisplay.DrawOffset.x=(short)(((int)PSXDisplay.DrawOffset.x<<21)>>21);\r
+ PSXDisplay.DrawOffset.y=(short)(((int)PSXDisplay.DrawOffset.y<<21)>>21);\r
+\r
+ PSXDisplay.CumulOffset.x = // new OGL prim offsets\r
+ PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
+ PSXDisplay.CumulOffset.y = \r
+ PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: load image to vram\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLoadImage(u8 * baseAddr)\r
+{\r
+ unsigned short *sgpuData = ((unsigned short *) baseAddr);\r
+\r
+ VRAMWrite.x = sgpuData[2]&0x03ff;\r
+ VRAMWrite.y = sgpuData[3]&iGPUHeightMask;\r
+ VRAMWrite.Width = sgpuData[4];\r
+ VRAMWrite.Height = sgpuData[5];\r
+\r
+ iDataWriteMode = DR_VRAMTRANSFER;\r
+ VRAMWrite.ImagePtr = psxVuw + (VRAMWrite.y<<10) + VRAMWrite.x;\r
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;\r
+ VRAMWrite.ColsRemaining = VRAMWrite.Height;\r
+\r
+ bNeedWriteUpload=TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void PrepareRGB24Upload(void)\r
+{\r
+ VRAMWrite.x=(VRAMWrite.x*2)/3;\r
+ VRAMWrite.Width=(VRAMWrite.Width*2)/3;\r
+\r
+ if(!PSXDisplay.InterlacedTest && // NEW\r
+ CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))\r
+ {\r
+ xrUploadArea.x0-=PreviousPSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1-=PreviousPSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.y0-=PreviousPSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1-=PreviousPSXDisplay.DisplayPosition.y;\r
+ } \r
+ else\r
+ if(CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))\r
+ {\r
+ xrUploadArea.x0-=PSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.x1-=PSXDisplay.DisplayPosition.x;\r
+ xrUploadArea.y0-=PSXDisplay.DisplayPosition.y;\r
+ xrUploadArea.y1-=PSXDisplay.DisplayPosition.y;\r
+ } \r
+ else return;\r
+\r
+ if(bRenderFrontBuffer) \r
+ {\r
+ updateFrontDisplay();\r
+ }\r
+\r
+ if(bNeedRGB24Update==FALSE)\r
+ {\r
+ xrUploadAreaRGB24=xrUploadArea;\r
+ bNeedRGB24Update=TRUE;\r
+ }\r
+ else\r
+ {\r
+ xrUploadAreaRGB24.x0=min(xrUploadAreaRGB24.x0,xrUploadArea.x0);\r
+ xrUploadAreaRGB24.x1=max(xrUploadAreaRGB24.x1,xrUploadArea.x1);\r
+ xrUploadAreaRGB24.y0=min(xrUploadAreaRGB24.y0,xrUploadArea.y0);\r
+ xrUploadAreaRGB24.y1=max(xrUploadAreaRGB24.y1,xrUploadArea.y1);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CheckWriteUpdate()\r
+{\r
+ int iX=0,iY=0;\r
+\r
+ if(VRAMWrite.Width) iX=1;\r
+ if(VRAMWrite.Height) iY=1;\r
+\r
+ InvalidateTextureArea(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width-iX, VRAMWrite.Height-iY);\r
+\r
+ if(PSXDisplay.Interlaced && !iOffscreenDrawing) return;\r
+\r
+ if(PSXDisplay.RGB24) {PrepareRGB24Upload();return;}\r
+\r
+ if(!PSXDisplay.InterlacedTest &&\r
+ CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) \r
+ {\r
+ if(dwActFixes&0x800) return;\r
+\r
+ if(bRenderFrontBuffer) \r
+ {\r
+ updateFrontDisplay();\r
+ }\r
+\r
+ UploadScreen(FALSE);\r
+\r
+ bNeedUploadTest=TRUE;\r
+ }\r
+ else \r
+ if(iOffscreenDrawing)\r
+ {\r
+ if (CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) \r
+ {\r
+ if(PSXDisplay.InterlacedTest)\r
+ {\r
+ if(PreviousPSXDisplay.InterlacedNew) \r
+ {\r
+ PreviousPSXDisplay.InterlacedNew=FALSE;\r
+ bNeedInterlaceUpdate=TRUE;\r
+ xrUploadAreaIL.x0=PSXDisplay.DisplayPosition.x;\r
+ xrUploadAreaIL.y0=PSXDisplay.DisplayPosition.y;\r
+ xrUploadAreaIL.x1=PSXDisplay.DisplayPosition.x+PSXDisplay.DisplayModeNew.x;\r
+ xrUploadAreaIL.y1=PSXDisplay.DisplayPosition.y+PSXDisplay.DisplayModeNew.y;\r
+ if(xrUploadAreaIL.x1>1023) xrUploadAreaIL.x1=1023;\r
+ if(xrUploadAreaIL.y1>511) xrUploadAreaIL.y1=511;\r
+ }\r
+\r
+ if(bNeedInterlaceUpdate==FALSE)\r
+ {\r
+ xrUploadAreaIL=xrUploadArea;\r
+ bNeedInterlaceUpdate=TRUE;\r
+ }\r
+ else\r
+ {\r
+ xrUploadAreaIL.x0=min(xrUploadAreaIL.x0,xrUploadArea.x0);\r
+ xrUploadAreaIL.x1=max(xrUploadAreaIL.x1,xrUploadArea.x1);\r
+ xrUploadAreaIL.y0=min(xrUploadAreaIL.y0,xrUploadArea.y0);\r
+ xrUploadAreaIL.y1=max(xrUploadAreaIL.y1,xrUploadArea.y1);\r
+ }\r
+ return;\r
+ }\r
+\r
+ if(!bNeedUploadAfter)\r
+ {\r
+ bNeedUploadAfter = TRUE;\r
+ xrUploadArea.x0=VRAMWrite.x;\r
+ xrUploadArea.x1=VRAMWrite.x+VRAMWrite.Width;\r
+ xrUploadArea.y0=VRAMWrite.y;\r
+ xrUploadArea.y1=VRAMWrite.y+VRAMWrite.Height;\r
+ }\r
+ else\r
+ {\r
+ xrUploadArea.x0=min(xrUploadArea.x0,VRAMWrite.x);\r
+ xrUploadArea.x1=max(xrUploadArea.x1,VRAMWrite.x+VRAMWrite.Width);\r
+ xrUploadArea.y0=min(xrUploadArea.y0,VRAMWrite.y);\r
+ xrUploadArea.y1=max(xrUploadArea.y1,VRAMWrite.y+VRAMWrite.Height);\r
+ }\r
+\r
+ if(dwActFixes&0x8000)\r
+ {\r
+ if((xrUploadArea.x1-xrUploadArea.x0)>=(PSXDisplay.DisplayMode.x-32) &&\r
+ (xrUploadArea.y1-xrUploadArea.y0)>=(PSXDisplay.DisplayMode.y-32))\r
+ {\r
+ UploadScreen(-1);\r
+ updateFrontDisplay();\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: vram -> psx mem\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primStoreImage(u8 * baseAddr)\r
+{\r
+ unsigned short *sgpuData = ((unsigned short *) baseAddr);\r
+\r
+ VRAMRead.x = sgpuData[2]&0x03ff;\r
+ VRAMRead.y = sgpuData[3]&iGPUHeightMask;\r
+ VRAMRead.Width = sgpuData[4];\r
+ VRAMRead.Height = sgpuData[5];\r
+\r
+ VRAMRead.ImagePtr = psxVuw + (VRAMRead.y<<10) + VRAMRead.x;\r
+ VRAMRead.RowsRemaining = VRAMRead.Width;\r
+ VRAMRead.ColsRemaining = VRAMRead.Height;\r
+\r
+ iDataReadMode = DR_VRAMTRANSFER;\r
+\r
+ STATUSREG |= GPUSTATUS_READYFORVRAM;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: blkfill - NO primitive! Doesn't care about draw areas...\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primBlkFill(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ iDrawnSomething=1;\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = sgpuData[4] & 0x3ff;\r
+ sprtH = sgpuData[5] & iGPUHeightMask;\r
+\r
+ sprtW = (sprtW+15) & ~15;\r
+\r
+ // Increase H & W if they are one short of full values, because they never can be full values\r
+ if (sprtH == iGPUHeightMask) sprtH=iGPUHeight;\r
+ if (sprtW == 1023) sprtW=1024; \r
+ \r
+ // x and y of start\r
+ ly0 = ly1 = sprtY;\r
+ ly2 = ly3 = (sprtY+sprtH);\r
+ lx0 = lx3 = sprtX;\r
+ lx1 = lx2 = (sprtX+sprtW);\r
+\r
+ offsetBlk();\r
+\r
+ if(ClipVertexListScreen()) \r
+ {\r
+ PSXDisplay_t * pd;\r
+ if(PSXDisplay.InterlacedTest) pd=&PSXDisplay;\r
+ else pd=&PreviousPSXDisplay;\r
+\r
+ if ((lx0 <= pd->DisplayPosition.x+16) &&\r
+ (ly0 <= pd->DisplayPosition.y+16) &&\r
+ (lx2 >= pd->DisplayEnd.x-16) &&\r
+ (ly2 >= pd->DisplayEnd.y-16))\r
+ {\r
+ GLclampf g,b,r;\r
+ g=((GLclampf)GREEN(gpuData[0]))/255.0f;\r
+ b=((GLclampf)BLUE(gpuData[0]))/255.0f;\r
+ r=((GLclampf)RED(gpuData[0]))/255.0f;\r
+ \r
+ glDisable(GL_SCISSOR_TEST); \r
+ glClearColor(r,g,b,1.0f);\r
+ glClear(uiBufferBits); \r
+ gl_z=0.0f;\r
+\r
+ if(gpuData[0]!=0x02000000 &&\r
+ (ly0>pd->DisplayPosition.y ||\r
+ ly2<pd->DisplayEnd.y))\r
+ {\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState((unsigned long)0x01000000);\r
+ SetRenderMode((unsigned long)0x01000000, FALSE);\r
+ vertex[0].c.lcol=0xff000000;\r
+ SETCOL(vertex[0]); \r
+ if(ly0>pd->DisplayPosition.y)\r
+ {\r
+ vertex[0].x=0;vertex[0].y=0;\r
+ vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=0;\r
+ vertex[2].x=vertex[1].x;vertex[2].y=ly0-pd->DisplayPosition.y;\r
+ vertex[3].x=0;vertex[3].y=vertex[2].y;\r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+ if(ly2<pd->DisplayEnd.y)\r
+ {\r
+ vertex[0].x=0;vertex[0].y=(pd->DisplayEnd.y-pd->DisplayPosition.y)-(pd->DisplayEnd.y-ly2);\r
+ vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=vertex[0].y;\r
+ vertex[2].x=vertex[1].x;vertex[2].y=pd->DisplayEnd.y;\r
+ vertex[3].x=0;vertex[3].y=vertex[2].y;\r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+ }\r
+\r
+ glEnable(GL_SCISSOR_TEST); \r
+ }\r
+ else\r
+ {\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState((unsigned long)0x01000000);\r
+ SetRenderMode((unsigned long)0x01000000, FALSE);\r
+ vertex[0].c.lcol=gpuData[0]|0xff000000;\r
+ SETCOL(vertex[0]); \r
+ glDisable(GL_SCISSOR_TEST); \r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ glEnable(GL_SCISSOR_TEST); \r
+ }\r
+ }\r
+\r
+ //mmm... will clean all stuff, also if not all _should_ be cleaned...\r
+ //if (IsInsideNextScreen(sprtX, sprtY, sprtW, sprtH))\r
+ // try this:\r
+ if (IsCompleteInsideNextScreen(sprtX, sprtY, sprtW, sprtH))\r
+ {\r
+ lClearOnSwapColor = COLOR(gpuData[0]);\r
+ lClearOnSwap = 1;\r
+ }\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ ClampToPSXScreenOffset( &sprtX, &sprtY, &sprtW, &sprtH);\r
+ if ((sprtW == 0) || (sprtH == 0)) return;\r
+ InvalidateTextureArea(sprtX, sprtY, sprtW-1, sprtH-1); \r
+\r
+ sprtW+=sprtX;\r
+ sprtH+=sprtY;\r
+\r
+ FillSoftwareArea(sprtX, sprtY, sprtW, sprtH, BGR24to16(gpuData[0]));\r
+ }*/\r
+}\r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: move image vram -> vram\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void MoveImageWrapped(short imageX0,short imageY0,\r
+ short imageX1,short imageY1,\r
+ short imageSX,short imageSY)\r
+{\r
+ int i,j,imageXE,imageYE;\r
+\r
+ if(iFrameReadType&2)\r
+ {\r
+ imageXE=imageX0+imageSX;\r
+ imageYE=imageY0+imageSY;\r
+\r
+ if(imageYE>iGPUHeight && imageXE>1024) \r
+ {\r
+ CheckVRamRead(0,0,\r
+ (imageXE&0x3ff),\r
+ (imageY0&iGPUHeightMask),\r
+ FALSE);\r
+ }\r
+\r
+ if(imageXE>1024) \r
+ {\r
+ CheckVRamRead(0,imageY0, \r
+ (imageXE&0x3ff),\r
+ (imageYE>iGPUHeight)?iGPUHeight:imageYE,\r
+ FALSE);\r
+ }\r
+\r
+ if(imageYE>iGPUHeight) \r
+ {\r
+ CheckVRamRead(imageX0,0, \r
+ (imageXE>1024)?1024:imageXE,\r
+ imageYE&iGPUHeightMask,\r
+ FALSE);\r
+ }\r
+\r
+ CheckVRamRead(imageX0,imageY0, \r
+ (imageXE>1024)?1024:imageXE,\r
+ (imageYE>iGPUHeight)?iGPUHeight:imageYE,\r
+ FALSE);\r
+ }\r
+\r
+ for(j=0;j<imageSY;j++)\r
+ for(i=0;i<imageSX;i++)\r
+ psxVuw [(1024*((imageY1+j)&iGPUHeightMask))+((imageX1+i)&0x3ff)]=\r
+ psxVuw[(1024*((imageY0+j)&iGPUHeightMask))+((imageX0+i)&0x3ff)];\r
+\r
+ if(!PSXDisplay.RGB24)\r
+ {\r
+ imageXE=imageX1+imageSX;\r
+ imageYE=imageY1+imageSY;\r
+\r
+ if(imageYE>iGPUHeight && imageXE>1024) \r
+ {\r
+ InvalidateTextureArea(0,0,\r
+ (imageXE&0x3ff)-1,\r
+ (imageYE&iGPUHeightMask)-1);\r
+ }\r
+\r
+ if(imageXE>1024) \r
+ {\r
+ InvalidateTextureArea(0,imageY1,\r
+ (imageXE&0x3ff)-1,\r
+ ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1);\r
+ }\r
+\r
+ if(imageYE>iGPUHeight) \r
+ {\r
+ InvalidateTextureArea(imageX1,0,\r
+ ((imageXE>1024)?1024:imageXE)-imageX1-1,\r
+ (imageYE&iGPUHeightMask)-1);\r
+ }\r
+\r
+ InvalidateTextureArea(imageX1,imageY1,\r
+ ((imageXE>1024)?1024:imageXE)-imageX1-1,\r
+ ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1);\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primMoveImage(u8 * baseAddr)\r
+{\r
+ short *sgpuData = ((short *) baseAddr);\r
+ short imageY0,imageX0,imageY1,imageX1,imageSX,imageSY,i,j;\r
+\r
+ imageX0 = sgpuData[2]&0x03ff;\r
+ imageY0 = sgpuData[3]&iGPUHeightMask;\r
+ imageX1 = sgpuData[4]&0x03ff;\r
+ imageY1 = sgpuData[5]&iGPUHeightMask;\r
+ imageSX = sgpuData[6];\r
+ imageSY = sgpuData[7];\r
+\r
+ if((imageX0 == imageX1) && (imageY0 == imageY1)) return; \r
+ if(imageSX<=0) return;\r
+ if(imageSY<=0) return;\r
+\r
+ if(iGPUHeight==1024 && sgpuData[7]>1024) return;\r
+\r
+ if((imageY0+imageSY)>iGPUHeight ||\r
+ (imageX0+imageSX)>1024 ||\r
+ (imageY1+imageSY)>iGPUHeight ||\r
+ (imageX1+imageSX)>1024)\r
+ {\r
+ MoveImageWrapped(imageX0,imageY0,imageX1,imageY1,imageSX,imageSY);\r
+ if((imageY0+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY0;\r
+ if((imageX0+imageSX)>1024) imageSX=1024-imageX0;\r
+ if((imageY1+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY1;\r
+ if((imageX1+imageSX)>1024) imageSX=1024-imageX1;\r
+ }\r
+\r
+ if(iFrameReadType&2)\r
+ CheckVRamRead(imageX0,imageY0, \r
+ imageX0+imageSX,\r
+ imageY0+imageSY,\r
+ FALSE);\r
+\r
+ if(imageSX&1)\r
+ {\r
+ unsigned short *SRCPtr, *DSTPtr;\r
+ unsigned short LineOffset;\r
+\r
+ SRCPtr = psxVuw + (1024*imageY0) + imageX0;\r
+ DSTPtr = psxVuw + (1024*imageY1) + imageX1;\r
+\r
+ LineOffset = 1024 - imageSX;\r
+\r
+ for(j=0;j<imageSY;j++)\r
+ {\r
+ for(i=0;i<imageSX;i++) *DSTPtr++ = *SRCPtr++;\r
+ SRCPtr += LineOffset;\r
+ DSTPtr += LineOffset;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ unsigned long *SRCPtr, *DSTPtr;\r
+ unsigned short LineOffset;\r
+ int dx=imageSX>>1;\r
+\r
+ SRCPtr = (unsigned long *)(psxVuw + (1024*imageY0) + imageX0);\r
+ DSTPtr = (unsigned long *)(psxVuw + (1024*imageY1) + imageX1);\r
+\r
+ LineOffset = 512 - dx;\r
+\r
+ for(j=0;j<imageSY;j++)\r
+ {\r
+ for(i=0;i<dx;i++) *DSTPtr++ = *SRCPtr++;\r
+ SRCPtr += LineOffset;\r
+ DSTPtr += LineOffset;\r
+ }\r
+ }\r
+\r
+ if (!PSXDisplay.RGB24)\r
+ {\r
+ InvalidateTextureArea(imageX1,imageY1,imageSX-1,imageSY-1);\r
+\r
+ if (CheckAgainstScreen(imageX1,imageY1,imageSX,imageSY)) \r
+ {\r
+ if(imageX1>=PreviousPSXDisplay.DisplayPosition.x &&\r
+ imageX1<PreviousPSXDisplay.DisplayEnd.x &&\r
+ imageY1>=PreviousPSXDisplay.DisplayPosition.y &&\r
+ imageY1<PreviousPSXDisplay.DisplayEnd.y)\r
+ {\r
+ imageX1 += imageSX;\r
+ imageY1 += imageSY;\r
+\r
+ if(imageX1>=PreviousPSXDisplay.DisplayPosition.x &&\r
+ imageX1<=PreviousPSXDisplay.DisplayEnd.x &&\r
+ imageY1>=PreviousPSXDisplay.DisplayPosition.y &&\r
+ imageY1<=PreviousPSXDisplay.DisplayEnd.y)\r
+ {\r
+ if(!(\r
+ imageX0>=PSXDisplay.DisplayPosition.x &&\r
+ imageX0<PSXDisplay.DisplayEnd.x &&\r
+ imageY0>=PSXDisplay.DisplayPosition.y &&\r
+ imageY0<PSXDisplay.DisplayEnd.y \r
+ ))\r
+ {\r
+ if(bRenderFrontBuffer) \r
+ {\r
+ updateFrontDisplay();\r
+ }\r
+ \r
+ UploadScreen(FALSE);\r
+ }\r
+ else bFakeFrontBuffer=TRUE;\r
+ }\r
+ }\r
+\r
+ bNeedUploadTest=TRUE;\r
+ }\r
+ else\r
+ if(iOffscreenDrawing)\r
+ {\r
+ if (CheckAgainstFrontScreen(imageX1,imageY1,imageSX,imageSY)) \r
+ {\r
+ if(!PSXDisplay.InterlacedTest &&\r
+// !bFullVRam &&\r
+ ((\r
+ imageX0>=PreviousPSXDisplay.DisplayPosition.x &&\r
+ imageX0<PreviousPSXDisplay.DisplayEnd.x &&\r
+ imageY0>=PreviousPSXDisplay.DisplayPosition.y &&\r
+ imageY0<PreviousPSXDisplay.DisplayEnd.y\r
+ ) ||\r
+ (\r
+ imageX0>=PSXDisplay.DisplayPosition.x &&\r
+ imageX0<PSXDisplay.DisplayEnd.x &&\r
+ imageY0>=PSXDisplay.DisplayPosition.y &&\r
+ imageY0<PSXDisplay.DisplayEnd.y\r
+ )))\r
+ return;\r
+\r
+ bNeedUploadTest=TRUE;\r
+\r
+ if(!bNeedUploadAfter)\r
+ {\r
+ bNeedUploadAfter = TRUE;\r
+ xrUploadArea.x0=imageX0;\r
+ xrUploadArea.x1=imageX0+imageSX;\r
+ xrUploadArea.y0=imageY0;\r
+ xrUploadArea.y1=imageY0+imageSY;\r
+ }\r
+ else\r
+ {\r
+ xrUploadArea.x0=min(xrUploadArea.x0,imageX0);\r
+ xrUploadArea.x1=max(xrUploadArea.x1,imageX0+imageSX);\r
+ xrUploadArea.y0=min(xrUploadArea.y0,imageY0);\r
+ xrUploadArea.y1=max(xrUploadArea.y1,imageY0+imageSY);\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: draw free-size Tile \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primTileS(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = sgpuData[4] & 0x3ff;\r
+ sprtH = sgpuData[5] & iGPUHeightMask;\r
+\r
+ // x and y of start\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ if((dwActFixes&1) && // FF7 special game gix (battle cursor)\r
+ sprtX==0 && sprtY==0 && sprtW==24 && sprtH==16) \r
+ return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ if(IsPrimCompleteInsideNextScreen(lx0,ly0,lx2,ly2) ||\r
+ (ly0==-6 && ly2==10)) // OH MY GOD... I DIDN'T WANT TO DO IT... BUT I'VE FOUND NO OTHER WAY... HACK FOR GRADIUS SHOOTER :(\r
+ {\r
+ lClearOnSwapColor = COLOR(gpuData[0]);\r
+ lClearOnSwap = 1;\r
+ }\r
+\r
+ offsetPSX4();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ if(!(iTileCheat && sprtH==32 && gpuData[0]==0x60ffffff)) // special cheat for certain ZiNc games\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,\r
+ BGR24to16(gpuData[0])); \r
+ }\r
+ }\r
+ }*/\r
+\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ if(bIgnoreNextTile) {bIgnoreNextTile=FALSE;return;}\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+ \r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: draw 1 dot Tile (point)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primTile1(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = 1;\r
+ sprtH = 1;\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,\r
+ BGR24to16(gpuData[0])); \r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: draw 8 dot Tile (small rect)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primTile8(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = 8;\r
+ sprtH = 8;\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,\r
+ BGR24to16(gpuData[0])); \r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: draw 16 dot Tile (medium rect)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primTile16(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long*)baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = 16;\r
+ sprtH = 16;\r
+ // x and y of start\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,\r
+ BGR24to16(gpuData[0])); \r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// helper: filter effect by multipass rendering\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+/*void DrawMultiBlur(void)\r
+{\r
+ long lABR,lDST;float fx,fy;\r
+\r
+ lABR=GlobalTextABR;\r
+ lDST=DrawSemiTrans;\r
+\r
+ fx=(float)PSXDisplay.DisplayMode.x/(float)(iResX); \r
+ fy=(float)PSXDisplay.DisplayMode.y/(float)(iResY);\r
+\r
+ vertex[0].x+=fx;vertex[1].x+=fx;\r
+ vertex[2].x+=fx;vertex[3].x+=fx;\r
+\r
+ GlobalTextABR=0;\r
+ DrawSemiTrans=1;\r
+ SetSemiTrans();\r
+\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ vertex[0].y+=fy;vertex[1].y+=fy;\r
+ vertex[2].y+=fy;vertex[3].y+=fy;\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ if(bDrawMultiPass) {obm1=obm2=GL_SRC_ALPHA;}\r
+\r
+ GlobalTextABR=lABR;\r
+ DrawSemiTrans=lDST;\r
+}\r
+*/\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define POFF 0.375f\r
+\r
+void DrawMultiFilterSprite(void)\r
+{\r
+ long lABR,lDST;\r
+\r
+ if(bUseMultiPass || DrawSemiTrans || ubOpaqueDraw) \r
+ {\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ return;\r
+ }\r
+\r
+ lABR=GlobalTextABR;\r
+ lDST=DrawSemiTrans;\r
+ vertex[0].c.col[3]=ubGloAlpha/2; // -> set color with\r
+ SETCOL(vertex[0]); // texture alpha\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ vertex[0].x+=POFF;vertex[1].x+=POFF;\r
+ vertex[2].x+=POFF;vertex[3].x+=POFF;\r
+ vertex[0].y+=POFF;vertex[1].y+=POFF;\r
+ vertex[2].y+=POFF;vertex[3].y+=POFF;\r
+ GlobalTextABR=0;\r
+ DrawSemiTrans=1;\r
+ SetSemiTrans();\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ GlobalTextABR=lABR;\r
+ DrawSemiTrans=lDST;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: small sprite (textured rect)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primSprt8(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+ short s;\r
+\r
+ iSpriteTex=1;\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = 8;\r
+ sprtH = 8;\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ // do texture stuff\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;\r
+\r
+ if(usMirror & 0x1000) \r
+ {\r
+ s=gl_ux[0];\r
+ s-=sprtW-1;\r
+ if(s<0) {s=0;}\r
+ gl_ux[0]=gl_ux[3]=s;\r
+ }\r
+\r
+ sSprite_ux2=s=gl_ux[0]+sprtW; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_ux[1]=gl_ux[2]=s;\r
+ // Y coords\r
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+\r
+ if(usMirror & 0x2000) \r
+ {\r
+ s=gl_vy[0];\r
+ s-=sprtH-1;\r
+ if(s<0) {s=0;}\r
+ gl_vy[0]=gl_vy[1]=s;\r
+ }\r
+\r
+ sSprite_vy2=s=gl_vy[0]+sprtH; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_vy[2]=gl_vy[3]=s;\r
+\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing) \r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ lx0-=PSXDisplay.DrawOffset.x;\r
+ ly0-=PSXDisplay.DrawOffset.y;\r
+\r
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,8,8);\r
+ else\r
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,8,8);\r
+ else\r
+ DrawSoftwareSprite(baseAddr,8,8,baseAddr[8],baseAddr[9]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+ SetZMask4SP();\r
+\r
+ sSprite_ux2=gl_ux[0]+sprtW;\r
+ sSprite_vy2=gl_vy[0]+sprtH;\r
+\r
+ assignTextureSprite();\r
+\r
+ if(iFilterType>4) \r
+ DrawMultiFilterSprite();\r
+ else\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+\r
+/* if(bSmallAlpha && iFilterType<=2)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ SetZMask4O();\r
+ }\r
+*/\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iSpriteTex=0;\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: medium sprite (textured rect)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primSprt16(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+ short s;\r
+\r
+ iSpriteTex=1;\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = 16;\r
+ sprtH = 16;\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ // do texture stuff\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;\r
+\r
+ if(usMirror & 0x1000) \r
+ {\r
+ s=gl_ux[0];\r
+ s-=sprtW-1;\r
+ if(s<0) {s=0;}\r
+ gl_ux[0]=gl_ux[3]=s;\r
+ }\r
+\r
+ sSprite_ux2=s=gl_ux[0]+sprtW; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_ux[1]=gl_ux[2]=s; \r
+ // Y coords\r
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+\r
+ if(usMirror & 0x2000) \r
+ {\r
+ s=gl_vy[0];\r
+ s-=sprtH-1;\r
+ if(s<0) {s=0;}\r
+ gl_vy[0]=gl_vy[1]=s;\r
+ }\r
+\r
+ sSprite_vy2=s=gl_vy[0]+sprtH; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_vy[2]=gl_vy[3]=s;\r
+\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing) \r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ lx0-=PSXDisplay.DrawOffset.x;\r
+ ly0-=PSXDisplay.DrawOffset.y;\r
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,16,16);\r
+ else\r
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,16,16);\r
+ else\r
+ DrawSoftwareSprite(baseAddr,16,16,baseAddr[8],baseAddr[9]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+ SetZMask4SP();\r
+\r
+ sSprite_ux2=gl_ux[0]+sprtW;\r
+ sSprite_vy2=gl_vy[0]+sprtH;\r
+\r
+ assignTextureSprite();\r
+\r
+ if(iFilterType>4) \r
+ DrawMultiFilterSprite();\r
+ else\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+\r
+/* if(bSmallAlpha && iFilterType<=2)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ SetZMask4O();\r
+ }\r
+*/\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iSpriteTex=0;\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: free-size sprite (textured rect)\r
+////////////////////////////////////////////////////////////////////////\r
+ \r
+void primSprtSRest(u8 * baseAddr,unsigned short type)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+ short s;unsigned short sTypeRest=0;\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = sgpuData[6] & 0x3ff;\r
+ sprtH = sgpuData[7] & 0x1ff;\r
+\r
+\r
+ // do texture stuff\r
+ switch(type)\r
+ {\r
+ case 1:\r
+ gl_vy[0]=gl_vy[1]=baseAddr[9];\r
+ s=256-baseAddr[8];\r
+ sprtW-=s;\r
+ sprtX+=s;\r
+ gl_ux[0]=gl_ux[3]=0;\r
+ break;\r
+ case 2:\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];\r
+ s=256-baseAddr[9];\r
+ sprtH-=s;\r
+ sprtY+=s;\r
+ gl_vy[0]=gl_vy[1]=0;\r
+ break;\r
+ case 3:\r
+ s=256-baseAddr[8];\r
+ sprtW-=s;\r
+ sprtX+=s;\r
+ gl_ux[0]=gl_ux[3]=0;\r
+ s=256-baseAddr[9];\r
+ sprtH-=s;\r
+ sprtY+=s;\r
+ gl_vy[0]=gl_vy[1]=0;\r
+ break;\r
+\r
+ case 4:\r
+ gl_vy[0]=gl_vy[1]=baseAddr[9];\r
+ s=512-baseAddr[8];\r
+ sprtW-=s;\r
+ sprtX+=s;\r
+ gl_ux[0]=gl_ux[3]=0;\r
+ break;\r
+ case 5:\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];\r
+ s=512-baseAddr[9];\r
+ sprtH-=s;\r
+ sprtY+=s;\r
+ gl_vy[0]=gl_vy[1]=0;\r
+ break;\r
+ case 6:\r
+ s=512-baseAddr[8];\r
+ sprtW-=s;\r
+ sprtX+=s;\r
+ gl_ux[0]=gl_ux[3]=0;\r
+ s=512-baseAddr[9];\r
+ sprtH-=s;\r
+ sprtY+=s;\r
+ gl_vy[0]=gl_vy[1]=0;\r
+ break;\r
+\r
+ }\r
+\r
+ if(usMirror & 0x1000) \r
+ {\r
+ s=gl_ux[0];\r
+ s-=sprtW-1;if(s<0) s=0;\r
+ gl_ux[0]=gl_ux[3]=s;\r
+ }\r
+ if(usMirror & 0x2000) \r
+ {\r
+ s=gl_vy[0];\r
+ s-=sprtH-1;if(s<0) {s=0;}\r
+ gl_vy[0]=gl_vy[1]=s;\r
+ }\r
+\r
+ sSprite_ux2=s=gl_ux[0]+sprtW; \r
+ if(s>255) s=255;\r
+ gl_ux[1]=gl_ux[2]=s;\r
+ sSprite_vy2=s=gl_vy[0]+sprtH; \r
+ if(s>255) s=255;\r
+ gl_vy[2]=gl_vy[3]=s;\r
+\r
+ if(!bUsingTWin)\r
+ {\r
+ if(sSprite_ux2>256) \r
+ {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;}\r
+ if(sSprite_vy2>256) \r
+ {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;}\r
+ }\r
+ \r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ lx0-=PSXDisplay.DrawOffset.x;\r
+ ly0-=PSXDisplay.DrawOffset.y;\r
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH);\r
+ else\r
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH);\r
+ else\r
+ DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+ SetZMask4SP();\r
+\r
+ sSprite_ux2=gl_ux[0]+sprtW;\r
+ sSprite_vy2=gl_vy[0]+sprtH;\r
+\r
+ assignTextureSprite();\r
+\r
+ if(iFilterType>4) \r
+ DrawMultiFilterSprite();\r
+ else\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ \r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+\r
+/* if(bSmallAlpha && iFilterType<=2)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ SetZMask4O();\r
+ }\r
+*/\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ if(sTypeRest && type<4) \r
+ {\r
+ if(sTypeRest&1 && type==1) primSprtSRest(baseAddr,4);\r
+ if(sTypeRest&2 && type==2) primSprtSRest(baseAddr,5);\r
+ if(sTypeRest==3 && type==3) primSprtSRest(baseAddr,6);\r
+ }\r
+}\r
+\r
+void primSprtS(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ short s;unsigned short sTypeRest=0;\r
+\r
+ sprtX = sgpuData[2];\r
+ sprtY = sgpuData[3];\r
+ sprtW = sgpuData[6] & 0x3ff;\r
+ sprtH = sgpuData[7] & 0x1ff;\r
+\r
+ if(!sprtH) return;\r
+ if(!sprtW) return;\r
+\r
+ iSpriteTex=1;\r
+\r
+ // do texture stuff\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;\r
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+\r
+ if(usMirror & 0x1000) \r
+ {\r
+ s=gl_ux[0];\r
+ s-=sprtW-1;\r
+ if(s<0) {s=0;}\r
+ gl_ux[0]=gl_ux[3]=s;\r
+ }\r
+ if(usMirror & 0x2000) \r
+ {\r
+ s=gl_vy[0];\r
+ s-=sprtH-1;\r
+ if(s<0) {s=0;}\r
+ gl_vy[0]=gl_vy[1]=s;\r
+ }\r
+\r
+ sSprite_ux2=s=gl_ux[0]+sprtW; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_ux[1]=gl_ux[2]=s;\r
+ sSprite_vy2=s=gl_vy[0]+sprtH; \r
+ if(s) s--;\r
+ if(s>255) s=255;\r
+ gl_vy[2]=gl_vy[3]=s;\r
+\r
+ if(!bUsingTWin)\r
+ {\r
+ if(sSprite_ux2>256) \r
+ {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;}\r
+ if(sSprite_vy2>256) \r
+ {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;}\r
+ }\r
+\r
+ lx0 = sprtX;\r
+ ly0 = sprtY;\r
+\r
+ offsetST();\r
+\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ lx0-=PSXDisplay.DrawOffset.x;\r
+ ly0-=PSXDisplay.DrawOffset.y;\r
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH);\r
+ else\r
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH);\r
+ else\r
+ DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+ SetZMask4SP();\r
+\r
+ if((dwActFixes&1) && gTexFrameName && gTexName==gTexFrameName) \r
+ {iSpriteTex=0;return;}\r
+\r
+ sSprite_ux2=gl_ux[0]+sprtW;\r
+ sSprite_vy2=gl_vy[0]+sprtH;\r
+\r
+ assignTextureSprite();\r
+\r
+ if(iFilterType>4) \r
+ DrawMultiFilterSprite();\r
+ else\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ \r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+\r
+/* if(bSmallAlpha && iFilterType<=2)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ SetZMask4O();\r
+ }\r
+*/\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ if(sTypeRest) \r
+ {\r
+ if(sTypeRest&1) primSprtSRest(baseAddr,1);\r
+ if(sTypeRest&2) primSprtSRest(baseAddr,2);\r
+ if(sTypeRest==3) primSprtSRest(baseAddr,3);\r
+ }\r
+\r
+ iSpriteTex=0;\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: flat shaded Poly4\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyF4(u8 *baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[4];\r
+ ly1 = sgpuData[5];\r
+ lx2 = sgpuData[6];\r
+ ly2 = sgpuData[7];\r
+ lx3 = sgpuData[8];\r
+ ly3 = sgpuData[9];\r
+\r
+ if(offset4()) return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4F(gpuData[0]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawTri2(&vertex[0], &vertex[1], &vertex[2],&vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: smooth shaded Poly4\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyG4(u8 * baseAddr);\r
+\r
+BOOL bDrawOffscreenFrontFF9G4(void)\r
+{\r
+ if(lx0< PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front\r
+ if(lx0> PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if(ly0< PSXDisplay.DisplayPosition.y) return FALSE;\r
+ if(ly0> PSXDisplay.DisplayEnd.y) return FALSE;\r
+ if(lx1< PSXDisplay.DisplayPosition.x) return FALSE;\r
+ if(lx1> PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if(ly1< PSXDisplay.DisplayPosition.y) return FALSE;\r
+ if(ly1> PSXDisplay.DisplayEnd.y) return FALSE;\r
+ if(lx2< PSXDisplay.DisplayPosition.x) return FALSE;\r
+ if(lx2> PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if(ly2< PSXDisplay.DisplayPosition.y) return FALSE;\r
+ if(ly2> PSXDisplay.DisplayEnd.y) return FALSE;\r
+ if(lx3< PSXDisplay.DisplayPosition.x) return FALSE;\r
+ if(lx3> PSXDisplay.DisplayEnd.x) return FALSE;\r
+ if(ly3< PSXDisplay.DisplayPosition.y) return FALSE;\r
+ if(ly3> PSXDisplay.DisplayEnd.y) return FALSE;\r
+ return TRUE;\r
+}\r
+\r
+BOOL bCheckFF9G4(u8 * baseAddr)\r
+{\r
+ static u8 pFF9G4Cache[32];\r
+ static int iFF9Fix=0;\r
+\r
+ if(baseAddr)\r
+ {\r
+ if(iFF9Fix==0)\r
+ {\r
+ if(bDrawOffscreenFrontFF9G4())\r
+ {\r
+ short *sgpuData = ((short *) pFF9G4Cache);\r
+ iFF9Fix=2;\r
+ memcpy(pFF9G4Cache,baseAddr,32);\r
+\r
+ if(sgpuData[2]==142)\r
+ {\r
+ sgpuData[2] +=65;\r
+ sgpuData[10]+=65;\r
+ }\r
+ return TRUE;\r
+ }\r
+ else iFF9Fix=1;\r
+ }\r
+ return FALSE;\r
+ }\r
+\r
+ if(iFF9Fix==2)\r
+ {\r
+ long labr=GlobalTextABR;\r
+ GlobalTextABR=1;\r
+ primPolyG4(pFF9G4Cache);\r
+ GlobalTextABR=labr;\r
+ }\r
+ iFF9Fix=0;\r
+\r
+ return FALSE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyG4(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = (unsigned long *)baseAddr;\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[6];\r
+ ly1 = sgpuData[7];\r
+ lx2 = sgpuData[10];\r
+ ly2 = sgpuData[11];\r
+ lx3 = sgpuData[14];\r
+ ly3 = sgpuData[15];\r
+\r
+ if(offset4()) return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = TRUE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+\r
+ if((dwActFixes&512) && bCheckFF9G4(baseAddr)) return;\r
+\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4G(gpuData[0], gpuData[2], gpuData[4], gpuData[6]);\r
+ } \r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[1].c.lcol=gpuData[2];\r
+ vertex[2].c.lcol=gpuData[4];\r
+ vertex[3].c.lcol=gpuData[6];\r
+\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha;\r
+\r
+\r
+ PRIMdrawGouraudTri2Color(&vertex[0],&vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: flat shaded Texture3\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL DoLineCheck(unsigned long * gpuData)\r
+{\r
+ BOOL bQuad=FALSE;short dx,dy;\r
+\r
+ if(lx0==lx1)\r
+ {\r
+ dx=lx0-lx2;if(dx<0) dx=-dx;\r
+\r
+ if(ly1==ly2) \r
+ {\r
+ dy=ly1-ly0;if(dy<0) dy=-dy;\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[2]=vertex[0];\r
+ vertex[2].x=vertex[3].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[2].y=vertex[0].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ else\r
+ if(ly0==ly2) \r
+ {\r
+ dy=ly0-ly1;if(dy<0) dy=-dy;\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[3].x=vertex[2].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[3].y=vertex[1].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ }\r
+\r
+ if(lx0==lx2)\r
+ {\r
+ dx=lx0-lx1;if(dx<0) dx=-dx;\r
+\r
+ if(ly2==ly1) \r
+ {\r
+ dy=ly2-ly0;if(dy<0) dy=-dy;\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[1]=vertex[0];\r
+ vertex[1].x=vertex[3].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[1].y=vertex[0].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ else\r
+ if(ly0==ly1)\r
+ {\r
+ dy=ly2-ly0;if(dy<0) dy=-dy;\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[3].x=vertex[1].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[3].y=vertex[2].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ }\r
+\r
+ if(lx1==lx2)\r
+ {\r
+ dx=lx1-lx0;if(dx<0) dx=-dx;\r
+\r
+ if(ly1==ly0)\r
+ {\r
+ dy=ly1-ly2;if(dy<0) dy=-dy;\r
+\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[2].x=vertex[0].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[2];\r
+ vertex[2]=vertex[0];\r
+ vertex[2].y=vertex[3].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ else\r
+ if(ly2==ly0)\r
+ {\r
+ dy=ly2-ly1;if(dy<0) dy=-dy;\r
+\r
+ if(dx<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[1].x=vertex[0].x;\r
+ }\r
+ else\r
+ if(dy<=1)\r
+ {\r
+ vertex[3]=vertex[1];\r
+ vertex[1]=vertex[0];\r
+ vertex[1].y=vertex[3].y;\r
+ }\r
+ else return FALSE;\r
+\r
+ bQuad=TRUE;\r
+ }\r
+ }\r
+\r
+ if(!bQuad) return FALSE;\r
+\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+\r
+ return TRUE;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyFT3(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[6];\r
+ ly1 = sgpuData[7];\r
+ lx2 = sgpuData[10];\r
+ ly2 = sgpuData[11];\r
+\r
+ if(offset3()) return;\r
+ \r
+ // do texture UV coordinates stuff\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;\r
+ gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+ gl_ux[1]=baseAddr[16];//gpuData[4]&0xff;\r
+ gl_vy[1]=baseAddr[17];//(gpuData[4]>>8)&0xff;\r
+ gl_ux[2]=baseAddr[24];//gpuData[6]&0xff;\r
+ gl_vy[2]=baseAddr[25];//(gpuData[6]>>8)&0xff;\r
+\r
+ UpdateGlobalTP((unsigned short)(gpuData[4]>>16));\r
+ ulClutID=gpuData[2]>>16;\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX3();\r
+ if(bDrawOffscreen3())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ drawPoly3FT(baseAddr);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+ SetZMask3();\r
+\r
+ assignTexture3();\r
+\r
+ if(!(dwActFixes&0x10))\r
+ {\r
+ if(DoLineCheck(gpuData)) return;\r
+ }\r
+\r
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask3O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: flat shaded Texture4\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define ST_FAC 255.99f\r
+\r
+void RectTexAlign(void)\r
+{\r
+ int UFlipped = FALSE;\r
+ int VFlipped = FALSE;\r
+\r
+ if(gTexName==gTexFrameName) return;\r
+\r
+ if(ly0==ly1)\r
+ {\r
+ if(!((lx1==lx3 && ly3==ly2 && lx2==lx0) ||\r
+ (lx1==lx2 && ly2==ly3 && lx3==lx0)))\r
+ return;\r
+\r
+ if(ly0<ly2) \r
+ {\r
+ if (vertex[0].tow > vertex[2].tow)\r
+ VFlipped = 1;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].tow < vertex[2].tow)\r
+ VFlipped = 2;\r
+ }\r
+ }\r
+ else\r
+ if(ly0==ly2)\r
+ {\r
+ if(!((lx2==lx3 && ly3==ly1 && lx1==lx0) ||\r
+ (lx2==lx1 && ly1==ly3 && lx3==lx0)))\r
+ return;\r
+\r
+ if(ly0<ly1) \r
+ {\r
+ if (vertex[0].tow > vertex[1].tow)\r
+ VFlipped = 3;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].tow < vertex[1].tow)\r
+ VFlipped = 4;\r
+ }\r
+ }\r
+ else\r
+ if(ly0==ly3)\r
+ {\r
+ if(!((lx3==lx2 && ly2==ly1 && lx1==lx0) ||\r
+ (lx3==lx1 && ly1==ly2 && lx2==lx0)))\r
+ return;\r
+\r
+ if(ly0<ly1) \r
+ {\r
+ if (vertex[0].tow > vertex[1].tow)\r
+ VFlipped = 5;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].tow < vertex[1].tow)\r
+ VFlipped = 6;\r
+ }\r
+ }\r
+ else return;\r
+\r
+ if(lx0==lx1)\r
+ {\r
+ if(lx0<lx2) \r
+ {\r
+ if (vertex[0].sow > vertex[2].sow)\r
+ UFlipped = 1;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].sow < vertex[2].sow)\r
+ UFlipped = 2;\r
+ }\r
+ }\r
+ else\r
+ if(lx0==lx2)\r
+ {\r
+ if(lx0<lx1) \r
+ {\r
+ if (vertex[0].sow > vertex[1].sow)\r
+ UFlipped = 3;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].sow < vertex[1].sow)\r
+ UFlipped = 4;\r
+ }\r
+ }\r
+ else\r
+ if(lx0==lx3)\r
+ {\r
+ if(lx0<lx1) \r
+ {\r
+ if (vertex[0].sow > vertex[1].sow)\r
+ UFlipped = 5;\r
+ }\r
+ else\r
+ {\r
+ if (vertex[0].sow < vertex[1].sow)\r
+ UFlipped = 6;\r
+ }\r
+ }\r
+\r
+ if (UFlipped)\r
+ {\r
+#ifdef OWNSCALE\r
+ if(bUsingTWin)\r
+ {\r
+ switch(UFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ case 2:\r
+ vertex[0].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[1].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ case 3:\r
+ vertex[1].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ case 4:\r
+ vertex[0].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[2].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ case 5:\r
+ vertex[1].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[2].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ case 6:\r
+ vertex[0].sow+=0.95f/TWin.UScaleFactor; \r
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ switch(UFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].sow+=1.0f/ST_FAC; \r
+ vertex[3].sow+=1.0f/ST_FAC;\r
+ break;\r
+ case 2:\r
+ vertex[0].sow+=1.0f/ST_FAC; \r
+ vertex[1].sow+=1.0f/ST_FAC;\r
+ break;\r
+ case 3:\r
+ vertex[1].sow+=1.0f/ST_FAC; \r
+ vertex[3].sow+=1.0f/ST_FAC;\r
+ break;\r
+ case 4:\r
+ vertex[0].sow+=1.0f/ST_FAC; \r
+ vertex[2].sow+=1.0f/ST_FAC;\r
+ break;\r
+ case 5:\r
+ vertex[1].sow+=1.0f/ST_FAC; \r
+ vertex[2].sow+=1.0f/ST_FAC;\r
+ break;\r
+ case 6:\r
+ vertex[0].sow+=1.0f/ST_FAC; \r
+ vertex[3].sow+=1.0f/ST_FAC;\r
+ break;\r
+ }\r
+ }\r
+#else\r
+ if(bUsingTWin)\r
+ {\r
+ switch(UFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ case 2:\r
+ vertex[0].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[1].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ case 3:\r
+ vertex[1].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ case 4:\r
+ vertex[0].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[2].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ case 5:\r
+ vertex[1].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[2].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ case 6:\r
+ vertex[0].sow+=1.0f/TWin.UScaleFactor; \r
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ switch(UFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].sow+=1.0f; \r
+ vertex[3].sow+=1.0f;\r
+ break;\r
+ case 2:\r
+ vertex[0].sow+=1.0f; \r
+ vertex[1].sow+=1.0f;\r
+ break;\r
+ case 3:\r
+ vertex[1].sow+=1.0f; \r
+ vertex[3].sow+=1.0f;\r
+ break;\r
+ case 4:\r
+ vertex[0].sow+=1.0f; \r
+ vertex[2].sow+=1.0f;\r
+ break;\r
+ case 5:\r
+ vertex[1].sow+=1.0f; \r
+ vertex[2].sow+=1.0f;\r
+ break;\r
+ case 6:\r
+ vertex[0].sow+=1.0f; \r
+ vertex[3].sow+=1.0f;\r
+ break;\r
+ }\r
+ }\r
+#endif\r
+ }\r
+\r
+ if (VFlipped)\r
+ {\r
+#ifdef OWNSCALE\r
+ if(bUsingTWin)\r
+ {\r
+ switch(VFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ case 2:\r
+ vertex[0].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[1].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ case 3:\r
+ vertex[1].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ case 4:\r
+ vertex[0].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[2].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ case 5:\r
+ vertex[1].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[2].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ case 6:\r
+ vertex[0].tow+=0.95f/TWin.VScaleFactor; \r
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ switch(VFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].tow+=1.0f/ST_FAC; \r
+ vertex[3].tow+=1.0f/ST_FAC;\r
+ break;\r
+ case 2:\r
+ vertex[0].tow+=1.0f/ST_FAC; \r
+ vertex[1].tow+=1.0f/ST_FAC;\r
+ break;\r
+ case 3:\r
+ vertex[1].tow+=1.0f/ST_FAC;\r
+ vertex[3].tow+=1.0f/ST_FAC;\r
+ break;\r
+ case 4:\r
+ vertex[0].tow+=1.0f/ST_FAC; \r
+ vertex[2].tow+=1.0f/ST_FAC;\r
+ break;\r
+ case 5:\r
+ vertex[1].tow+=1.0f/ST_FAC;\r
+ vertex[2].tow+=1.0f/ST_FAC;\r
+ break;\r
+ case 6:\r
+ vertex[0].tow+=1.0f/ST_FAC;\r
+ vertex[3].tow+=1.0f/ST_FAC;\r
+ break;\r
+ }\r
+ }\r
+#else\r
+ if(bUsingTWin)\r
+ {\r
+ switch(VFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ case 2:\r
+ vertex[0].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[1].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ case 3:\r
+ vertex[1].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ case 4:\r
+ vertex[0].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[2].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ case 5:\r
+ vertex[1].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[2].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ case 6:\r
+ vertex[0].tow+=1.0f/TWin.VScaleFactor; \r
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ switch(VFlipped)\r
+ {\r
+ case 1:\r
+ vertex[2].tow+=1.0f; \r
+ vertex[3].tow+=1.0f;\r
+ break;\r
+ case 2:\r
+ vertex[0].tow+=1.0f; \r
+ vertex[1].tow+=1.0f;\r
+ break;\r
+ case 3:\r
+ vertex[1].tow+=1.0f; \r
+ vertex[3].tow+=1.0f;\r
+ break;\r
+ case 4:\r
+ vertex[0].tow+=1.0f; \r
+ vertex[2].tow+=1.0f;\r
+ break;\r
+ case 5:\r
+ vertex[1].tow+=1.0f; \r
+ vertex[2].tow+=1.0f;\r
+ break;\r
+ case 6:\r
+ vertex[0].tow+=1.0f; \r
+ vertex[3].tow+=1.0f;\r
+ break;\r
+ }\r
+ }\r
+#endif\r
+ }\r
+\r
+}\r
+\r
+void primPolyFT4(u8 * baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[6];\r
+ ly1 = sgpuData[7];\r
+ lx2 = sgpuData[10];\r
+ ly2 = sgpuData[11];\r
+ lx3 = sgpuData[14];\r
+ ly3 = sgpuData[15];\r
+\r
+ if(offset4()) return;\r
+\r
+ gl_vy[0]=baseAddr[9];//((gpuData[2]>>8)&0xff);\r
+ gl_vy[1]=baseAddr[17];//((gpuData[4]>>8)&0xff);\r
+ gl_vy[2]=baseAddr[25];//((gpuData[6]>>8)&0xff);\r
+ gl_vy[3]=baseAddr[33];//((gpuData[8]>>8)&0xff);\r
+ \r
+ gl_ux[0]=baseAddr[8];//(gpuData[2]&0xff);\r
+ gl_ux[1]=baseAddr[16];//(gpuData[4]&0xff);\r
+ gl_ux[2]=baseAddr[24];//(gpuData[6]&0xff);\r
+ gl_ux[3]=baseAddr[32];//(gpuData[8]&0xff);\r
+\r
+ UpdateGlobalTP((unsigned short)(gpuData[4]>>16));\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ SetRenderColor(gpuData[0]);\r
+ drawPoly4FT(baseAddr);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], TRUE);\r
+\r
+ SetZMask4();\r
+\r
+ assignTexture4();\r
+\r
+ RectTexAlign();\r
+\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);\r
+ DEFOPAQUEON\r
+\r
+/* if(bSmallAlpha && iFilterType<=2)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ SetZMask4O();\r
+ }\r
+*/\r
+ \r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: smooth shaded Texture3\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyGT3(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[8];\r
+ ly1 = sgpuData[9];\r
+ lx2 = sgpuData[14];\r
+ ly2 = sgpuData[15];\r
+\r
+ if(offset3()) return;\r
+\r
+ // do texture stuff\r
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;\r
+ gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+ gl_ux[1]=baseAddr[20];//gpuData[5]&0xff;\r
+ gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff;\r
+ gl_ux[2]=baseAddr[32];//gpuData[8]&0xff;\r
+ gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff;\r
+\r
+ UpdateGlobalTP((unsigned short)(gpuData[5]>>16));\r
+ ulClutID=(gpuData[2]>>16);\r
+ \r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = TRUE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX3();\r
+ if(bDrawOffscreen3())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly3GT(baseAddr);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask3();\r
+\r
+ assignTexture3();\r
+\r
+ if(bDrawNonShaded)\r
+ {\r
+ //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0];\r
+ // eat this...\r
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f;\r
+ else */vertex[0].c.lcol=0xffffff;\r
+ vertex[0].c.col[3]=ubGloAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask3O();\r
+ DEFOPAQUEON\r
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+ return; \r
+ }\r
+\r
+/* if(!bUseMultiPass && !bGLBlend)\r
+ {\r
+ */ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]); \r
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]); \r
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);\r
+ /*}\r
+ else\r
+ {\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[1].c.lcol=gpuData[3];\r
+ vertex[2].c.lcol=gpuData[6];\r
+ }*/\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha;\r
+\r
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);\r
+\r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask3O();\r
+ if(bUseMultiPass) \r
+ {\r
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);\r
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);\r
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha;\r
+ }\r
+ DEFOPAQUEON\r
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: smooth shaded Poly3\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyG3(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[6];\r
+ ly1 = sgpuData[7];\r
+ lx2 = sgpuData[10];\r
+ ly2 = sgpuData[11];\r
+\r
+ if(offset3()) return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = TRUE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing) \r
+ {\r
+ offsetPSX3();\r
+ if(bDrawOffscreen3())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly3G(gpuData[0], gpuData[2], gpuData[4]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask3NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[1].c.lcol=gpuData[2];\r
+ vertex[2].c.lcol=gpuData[4];\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloColAlpha; \r
+\r
+ PRIMdrawGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: smooth shaded Texture4\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyGT4(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[8];\r
+ ly1 = sgpuData[9];\r
+ lx2 = sgpuData[14];\r
+ ly2 = sgpuData[15];\r
+ lx3 = sgpuData[20];\r
+ ly3 = sgpuData[21];\r
+\r
+ if(offset4()) return;\r
+\r
+ // do texture stuff\r
+ gl_ux[0]=baseAddr[8];//gpuData[2]&0xff;\r
+ gl_vy[0]=baseAddr[9];//(gpuData[2]>>8)&0xff;\r
+ gl_ux[1]=baseAddr[20];//gpuData[5]&0xff;\r
+ gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff;\r
+ gl_ux[2]=baseAddr[32];//gpuData[8]&0xff;\r
+ gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff;\r
+ gl_ux[3]=baseAddr[44];//gpuData[11]&0xff;\r
+ gl_vy[3]=baseAddr[45];//(gpuData[11]>>8)&0xff;\r
+\r
+ UpdateGlobalTP((unsigned short)(gpuData[5]>>16));\r
+ ulClutID=(gpuData[2]>>16);\r
+\r
+ bDrawTextured = TRUE;\r
+ bDrawSmoothShaded = TRUE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX4();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4GT(baseAddr);\r
+ } \r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4();\r
+\r
+ assignTexture4();\r
+\r
+ RectTexAlign();\r
+\r
+ if(bDrawNonShaded)\r
+ {\r
+ //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0];\r
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f;\r
+ else */vertex[0].c.lcol=0xffffff;\r
+ vertex[0].c.col[3]=ubGloAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ \r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ ubGloAlpha=ubGloColAlpha=0xff; \r
+ DEFOPAQUEON\r
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+ return;\r
+ }\r
+\r
+// if(!bUseMultiPass && !bGLBlend) \r
+ {\r
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);\r
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);\r
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);\r
+ vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]);\r
+ }\r
+ /*else\r
+ {\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[1].c.lcol=gpuData[3];\r
+ vertex[2].c.lcol=gpuData[6];\r
+ vertex[3].c.lcol=gpuData[9];\r
+ }*/\r
+\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha; \r
+\r
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);\r
+ \r
+ if(bDrawMultiPass)\r
+ {\r
+ SetSemiTransMulti(1);\r
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);\r
+ }\r
+\r
+ if(ubOpaqueDraw)\r
+ {\r
+ SetZMask4O();\r
+ if(bUseMultiPass) \r
+ {\r
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);\r
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);\r
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);\r
+ vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]);\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha; \r
+ }\r
+ ubGloAlpha=ubGloColAlpha=0xff; \r
+ DEFOPAQUEON\r
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);\r
+ DEFOPAQUEOFF\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: smooth shaded Poly3\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primPolyF3(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[4];\r
+ ly1 = sgpuData[5];\r
+ lx2 = sgpuData[6];\r
+ ly2 = sgpuData[7];\r
+\r
+ if(offset3()) return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSX3();\r
+ if(bDrawOffscreen3())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly3F(gpuData[0]);\r
+ }\r
+ }\r
+*/\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask3NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha;\r
+ SETCOL(vertex[0]); \r
+\r
+ PRIMdrawTri(&vertex[0], &vertex[1], &vertex[2]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: skipping shaded polylines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineGSkip(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+ int iMax=255;\r
+ int i=2;\r
+\r
+ lx1 = sgpuData[2];\r
+ ly1 = sgpuData[3];\r
+\r
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4))\r
+ {\r
+ i++;\r
+\r
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[i] & 0xffff);\r
+\r
+ i++;if(i>iMax) break;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: shaded polylines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineGEx(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ int iMax=255;\r
+ short cx0,cx1,cy0,cy1;int i;BOOL bDraw=TRUE;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = TRUE;\r
+ SetRenderState(gpuData[0]);\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; \r
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[1] & 0xffff);\r
+\r
+ i=2;\r
+\r
+ //while((gpuData[i]>>24)!=0x55)\r
+ //while((gpuData[i]&0x50000000)!=0x50000000) \r
+ // currently best way to check for poly line end:\r
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4))\r
+ {\r
+ ly0 = ly1;lx0=lx1;\r
+ vertex[1].c.lcol=vertex[2].c.lcol=vertex[0].c.lcol;\r
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[i];\r
+ vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; \r
+\r
+ i++;\r
+\r
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[i] & 0xffff);\r
+\r
+ if(offsetline()) bDraw=FALSE; else bDraw=TRUE;\r
+ \r
+ if (bDraw && ((lx0 != lx1) || (ly0 != ly1)))\r
+ {\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1;\r
+ offsetPSXLine();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4G(gpuData[i-3],gpuData[i-1],gpuData[i-3],gpuData[i-1]);\r
+ }\r
+ lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1;\r
+ }*/\r
+\r
+ PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+ i++; \r
+\r
+ if(i>iMax) break;\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: shaded polyline2\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineG2(u8 *baseAddr)\r
+{ \r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[6];\r
+ ly1 = sgpuData[7];\r
+\r
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0];\r
+ vertex[1].c.lcol=vertex[2].c.lcol=gpuData[2];\r
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; \r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = TRUE;\r
+\r
+ if((lx0 == lx1) && (ly0 == ly1)) return;\r
+ \r
+ if(offsetline()) return;\r
+ \r
+ SetRenderState(gpuData[0]);\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSXLine();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4G(gpuData[0],gpuData[2],gpuData[0],gpuData[2]);\r
+ }\r
+ }\r
+*/\r
+ //if(ClipVertexList4())\r
+ PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: skipping flat polylines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineFSkip(u8 *baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ int i=2,iMax=255;\r
+\r
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[1] & 0xffff);\r
+\r
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3))\r
+ {\r
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[i] & 0xffff);\r
+ i++;if(i>iMax) break;\r
+ } \r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: drawing flat polylines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineFEx(u8 *baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ int iMax;\r
+ short cx0,cx1,cy0,cy1;int i;\r
+\r
+ iMax=255;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha; \r
+\r
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[1] & 0xffff);\r
+\r
+ i=2;\r
+\r
+// while(!(gpuData[i]&0x40000000)) \r
+// while((gpuData[i]>>24)!=0x55)\r
+// while((gpuData[i]&0x50000000)!=0x50000000) \r
+// currently best way to check for poly line end:\r
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3))\r
+ {\r
+ ly0 = ly1;lx0=lx1;\r
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);\r
+ lx1 = (short)(gpuData[i] & 0xffff);\r
+\r
+ if(!offsetline())\r
+ {\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1;\r
+ offsetPSXLine();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4F(gpuData[0]);\r
+ }\r
+ lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1;\r
+ }*/\r
+ PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+ }\r
+ \r
+ i++;if(i>iMax) break;\r
+ }\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: drawing flat polyline2\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primLineF2(u8 *baseAddr)\r
+{\r
+ unsigned long *gpuData = ((unsigned long *) baseAddr);\r
+ short *sgpuData = ((short *) baseAddr);\r
+\r
+ lx0 = sgpuData[2];\r
+ ly0 = sgpuData[3];\r
+ lx1 = sgpuData[4];\r
+ ly1 = sgpuData[5];\r
+\r
+ if(offsetline()) return;\r
+\r
+ bDrawTextured = FALSE;\r
+ bDrawSmoothShaded = FALSE;\r
+ SetRenderState(gpuData[0]);\r
+ SetRenderMode(gpuData[0], FALSE);\r
+ SetZMask4NT();\r
+\r
+ vertex[0].c.lcol=gpuData[0];\r
+ vertex[0].c.col[3]=ubGloColAlpha; \r
+\r
+/* if(iOffscreenDrawing)\r
+ {\r
+ offsetPSXLine();\r
+ if(bDrawOffscreen4())\r
+ {\r
+ InvalidateTextureAreaEx(); \r
+ drawPoly4F(gpuData[0]);\r
+ }\r
+ }\r
+*/\r
+ //if(ClipVertexList4()) \r
+ PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
+\r
+ iDrawnSomething=1;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd: well, easiest command... not implemented\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void primNI(u8 *bA)\r
+{\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd func ptr table\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void (*primTableJ[256])(u8 *) = \r
+{\r
+ // 00\r
+ primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,\r
+ // 08\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 10\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 18\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 20\r
+ primPolyF3,primPolyF3,primPolyF3,primPolyF3,primPolyFT3,primPolyFT3,primPolyFT3,primPolyFT3,\r
+ // 28\r
+ primPolyF4,primPolyF4,primPolyF4,primPolyF4,primPolyFT4,primPolyFT4,primPolyFT4,primPolyFT4,\r
+ // 30\r
+ primPolyG3,primPolyG3,primPolyG3,primPolyG3,primPolyGT3,primPolyGT3,primPolyGT3,primPolyGT3,\r
+ // 38\r
+ primPolyG4,primPolyG4,primPolyG4,primPolyG4,primPolyGT4,primPolyGT4,primPolyGT4,primPolyGT4,\r
+ // 40\r
+ primLineF2,primLineF2,primLineF2,primLineF2,primNI,primNI,primNI,primNI,\r
+ // 48\r
+ primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,\r
+ // 50\r
+ primLineG2,primLineG2,primLineG2,primLineG2,primNI,primNI,primNI,primNI,\r
+ // 58\r
+ primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,\r
+ // 60\r
+ primTileS,primTileS,primTileS,primTileS,primSprtS,primSprtS,primSprtS,primSprtS,\r
+ // 68\r
+ primTile1,primTile1,primTile1,primTile1,primNI,primNI,primNI,primNI,\r
+ // 70\r
+ primTile8,primTile8,primTile8,primTile8,primSprt8,primSprt8,primSprt8,primSprt8,\r
+ // 78\r
+ primTile16,primTile16,primTile16,primTile16,primSprt16,primSprt16,primSprt16,primSprt16,\r
+ // 80\r
+ primMoveImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 88\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 90\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 98\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // a0\r
+ primLoadImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // a8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // b0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // b8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // c0\r
+ primStoreImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // c8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // d0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // d8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // e0\r
+ primNI,cmdTexturePage,cmdTextureWindow,cmdDrawAreaStart,cmdDrawAreaEnd,cmdDrawOffset,cmdSTP,primNI,\r
+ // e8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // f0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // f8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI\r
+};\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// cmd func ptr table for skipping\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void (*primTableSkip[256])(u8 *) = \r
+{\r
+ // 00\r
+ primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,\r
+ // 08\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 10\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 18\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 20\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 28\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 30\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 38\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 40\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 48\r
+ primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,\r
+ // 50\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 58\r
+ primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,\r
+ // 60\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 68\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 70\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 78\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 80\r
+ primMoveImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 88\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 90\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // 98\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // a0\r
+ primLoadImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // a8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // b0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // b8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // c0\r
+ primStoreImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // c8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // d0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // d8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // e0\r
+ primNI,cmdTexturePage,cmdTextureWindow,cmdDrawAreaStart,cmdDrawAreaEnd,cmdDrawOffset,cmdSTP,primNI,\r
+ // e8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // f0\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,\r
+ // f8\r
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI\r
+};\r
--- /dev/null
+/***************************************************************************\r
+ prim.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifndef _PRIMDRAW_H_\r
+#define _PRIMDRAW_H_\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif\r
+\r
+#include "gpuExternals.h"\r
+#include "gpuStdafx.h"\r
+\r
+#ifndef _WINDOWS\r
+extern EGLSurface surface;\r
+extern EGLDisplay display;\r
+#endif\r
+\r
+void UploadScreen (long Position);\r
+void PrepareFullScreenUpload (long Position);\r
+BOOL CheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1);\r
+BOOL CheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1);\r
+BOOL FastCheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1);\r
+BOOL FastCheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1);\r
+BOOL bCheckFF9G4(u8 * baseAddr);\r
+void SetScanTrans(void);\r
+void SetScanTexTrans(void);\r
+void DrawMultiBlur(void);\r
+void CheckWriteUpdate();\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+#endif // _PRIMDRAW_H_\r
--- /dev/null
+/***************************************************************************\r
+ stdafx.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifndef __GPU_STDAFX__\r
+#define __GPU_STDAFX__\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif\r
+\r
+\r
+ \r
+ \r
+ \r
+ // maybe we should remove this? \r
+#ifdef _WINDOWS\r
+\r
+#define _CRT_SECURE_NO_WARNINGS\r
+\r
+#include <WINDOWS.H>\r
+#include <WINDOWSX.H>\r
+#include <Ts8.H>\r
+#include "resource.h"\r
+\r
+#pragma warning (disable:4244)\r
+\r
+#include <gl/gl.h>\r
+\r
+#else\r
+/*\r
+#define __X11_C_\r
+*/\r
+\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <string.h>\r
+#include <sys/time.h>\r
+#ifdef __NANOGL__\r
+#include <gl/gl.h>\r
+#else\r
+#ifdef SOFT_LINKAGE\r
+#pragma softfp_linkage\r
+#endif\r
+#ifdef MAEMO_CHANGES\r
+ #include <GLES/glplatform.h>\r
+ #include <GLES/gl.h>\r
+ #include <GLES/glext.h>\r
+ #include <EGL/egl.h>\r
+#else\r
+ #include <gles/gl.h> // for opengl es types \r
+ #include <gles/egltypes.h>\r
+#endif\r
+#ifdef SOFT_LINKAGE\r
+#pragma no_softfp_linkage\r
+#endif\r
+#endif\r
+#include <math.h> \r
+\r
+#define __inline inline\r
+\r
+#endif\r
+\r
+#define SHADETEXBIT(x) ((x>>24) & 0x1)\r
+#define SEMITRANSBIT(x) ((x>>25) & 0x1)\r
+\r
+#ifndef _WINDOWS\r
+#ifndef GL_BGRA_EXT\r
+#define GL_BGRA_EXT GL_RGBA\r
+#endif\r
+#endif\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+#endif\r
--- /dev/null
+/***************************************************************************\r
+ texture.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+\r
+////////////////////////////////////////////////////////////////////////////////////\r
+// Texture related functions are here !\r
+//\r
+// The texture handling is heart and soul of this gpu. The plugin was developed\r
+// 1999, by this time no shaders were available. Since the psx gpu is making\r
+// heavy use of CLUT (="color lookup tables", aka palettized textures), it was \r
+// an interesting task to get those emulated at good speed on NV TNT cards \r
+// (which was my major goal when I created the first "gpuPeteTNT"). Later cards \r
+// (Geforce256) supported texture palettes by an OGL extension, but at some point\r
+// this support was dropped again by gfx card vendors.\r
+// Well, at least there is a certain advatage, if no texture palettes extension can\r
+// be used: it is possible to modify the textures in any way, allowing "hi-res" \r
+// textures and other tweaks.\r
+//\r
+// My main texture caching is kinda complex: the plugin is allocating "n" 256x256 textures,\r
+// and it places small psx texture parts inside them. The plugin keeps track what \r
+// part (with what palette) it had placed in which texture, so it can re-use this \r
+// part again. The more ogl textures it can use, the better (of course the managing/\r
+// searching will be slower, but everything is faster than uploading textures again\r
+// and again to a gfx card). My first card (TNT1) had 16 MB Vram, and it worked\r
+// well with many games, but I recommend nowadays 64 MB Vram to get a good speed.\r
+//\r
+// Sadly, there is also a second kind of texture cache needed, for "psx texture windows".\r
+// Those are "repeated" textures, so a psx "texture window" needs to be put in \r
+// a whole texture to use the GL_TEXTURE_WRAP_ features. This cache can get full very\r
+// fast in games which are having an heavy "texture window" usage, like RRT4. As an \r
+// alternative, this plugin can use the OGL "palette" extension on texture windows, \r
+// if available. Nowadays also a fragment shader can easily be used to emulate\r
+// texture wrapping in a texture atlas, so the main cache could hold the texture\r
+// windows as well (that's what I am doing in the OGL2 plugin). But currently the\r
+// OGL1 plugin is a "shader-free" zone, so heavy "texture window" games will cause\r
+// much texture uploads.\r
+//\r
+// Some final advice: take care if you change things in here. I've removed my ASM\r
+// handlers (they didn't cause much speed gain anyway) for readability/portability,\r
+// but still the functions/data structures used here are easy to mess up. I guess it\r
+// can be a pain in the ass to port the plugin to another byte order :)\r
+//\r
+////////////////////////////////////////////////////////////////////////////////////\r
+ \r
+#define _IN_TEXTURE\r
+\r
+#ifdef _WINDOWS\r
+#include "stdafx.h"\r
+\r
+#include "externals.h"\r
+#include "texture.h"\r
+#include "gpu.h"\r
+#include "prim.h"\r
+#else\r
+#include "gpuStdafx.h"\r
+#ifdef __NANOGL__\r
+#include <gl/gl.h>\r
+#include <gl/gl.h>\r
+#else\r
+#ifdef SOFT_LINKAGE\r
+#pragma softfp_linkage\r
+#endif\r
+#ifdef MAEMO_CHANGES\r
+ #include <GLES/glplatform.h>\r
+ #include <GLES/gl.h>\r
+ #include <GLES/glext.h>\r
+ #include <EGL/egl.h>\r
+#else\r
+ #include <gles/gl.h> // for opengl es types \r
+ #include <gles/egltypes.h>\r
+#endif\r
+#ifdef SOFT_LINKAGE\r
+#pragma no_softfp_linkage\r
+#endif\r
+#endif\r
+#include "gpuDraw.h"\r
+//#include "plugins.h"\r
+#include "gpuExternals.h"\r
+#include "gpuTexture.h"\r
+#include "gpuPlugin.h"\r
+#include "gpuPrim.h"\r
+#endif\r
+#define CLUTCHK 0x00060000\r
+#define CLUTSHIFT 17\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// texture conversion buffer .. \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+GLubyte ubPaletteBuffer[256][4];\r
+GLuint gTexMovieName=0;\r
+GLuint gTexBlurName=0;\r
+GLuint gTexFrameName=0;\r
+int iTexGarbageCollection=1;\r
+unsigned long dwTexPageComp=0;\r
+int iVRamSize=0;\r
+#ifdef _WINDOWS\r
+int iClampType=GL_CLAMP;\r
+#else\r
+int iClampType=GL_CLAMP_TO_EDGE;\r
+#endif\r
+int iFilter = GL_LINEAR;\r
+void (*LoadSubTexFn) (int,int,short,short);\r
+unsigned long (*PalTexturedColourFn) (unsigned long);\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// defines\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define PALCOL(x) PalTexturedColourFn (x)\r
+\r
+#define CSUBSIZE 2048\r
+#define CSUBSIZEA 8192\r
+#define CSUBSIZES 4096\r
+\r
+#define OFFA 0\r
+#define OFFB 2048\r
+#define OFFC 4096\r
+#define OFFD 6144\r
+\r
+#define XOFFA 0\r
+#define XOFFB 512\r
+#define XOFFC 1024\r
+#define XOFFD 1536\r
+\r
+#define SOFFA 0\r
+#define SOFFB 1024\r
+#define SOFFC 2048\r
+#define SOFFD 3072\r
+\r
+#define MAXWNDTEXCACHE 128\r
+\r
+#define XCHECK(pos1,pos2) ((pos1.c[0]>=pos2.c[1])&&(pos1.c[1]<=pos2.c[0])&&(pos1.c[2]>=pos2.c[3])&&(pos1.c[3]<=pos2.c[2]))\r
+#define INCHECK(pos2,pos1) ((pos1.c[0]<=pos2.c[0]) && (pos1.c[1]>=pos2.c[1]) && (pos1.c[2]<=pos2.c[2]) && (pos1.c[3]>=pos2.c[3]))\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache);\r
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);\r
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);\r
+void DefineSubTextureSort(void);\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// some globals\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+long GlobalTexturePage;\r
+GLint XTexS;\r
+GLint YTexS;\r
+GLint DXTexS;\r
+GLint DYTexS;\r
+int iSortTexCnt=32;\r
+BOOL bUseFastMdec=FALSE;\r
+BOOL bUse15bitMdec=FALSE;\r
+int iFrameTexType=0;\r
+int iFrameReadType=0;\r
+\r
+unsigned long (*TCF[2]) (unsigned long);\r
+unsigned short (*PTCF[2]) (unsigned short);\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// texture cache implementation\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#ifdef _WINDOWS\r
+#pragma pack(1)\r
+#endif\r
+\r
+// "texture window" cache entry\r
+\r
+typedef struct textureWndCacheEntryTag\r
+{\r
+ unsigned long ClutID;\r
+ short pageid;\r
+ short textureMode;\r
+ short Opaque;\r
+ short used;\r
+ EXLong pos;\r
+ GLuint texname;\r
+} textureWndCacheEntry;\r
+\r
+// "standard texture" cache entry (12 byte per entry, as small as possible... we need lots of them)\r
+\r
+typedef struct textureSubCacheEntryTagS \r
+{\r
+ unsigned long ClutID;\r
+ EXLong pos;\r
+ u8 posTX;\r
+ u8 posTY;\r
+ u8 cTexID;\r
+ u8 Opaque;\r
+} textureSubCacheEntryS;\r
+\r
+#ifdef _WINDOWS\r
+#pragma pack()\r
+#endif\r
+\r
+//---------------------------------------------\r
+\r
+#define MAXTPAGES_MAX 64\r
+#define MAXSORTTEX_MAX 196\r
+\r
+//---------------------------------------------\r
+\r
+textureWndCacheEntry wcWndtexStore[MAXWNDTEXCACHE];\r
+textureSubCacheEntryS * pscSubtexStore[3][MAXTPAGES_MAX];\r
+EXLong * pxSsubtexLeft [MAXSORTTEX_MAX];\r
+GLuint uiStexturePage[MAXSORTTEX_MAX];\r
+\r
+unsigned short usLRUTexPage=0;\r
+\r
+int iMaxTexWnds=0;\r
+int iTexWndTurn=0;\r
+int iTexWndLimit=MAXWNDTEXCACHE/2;\r
+\r
+GLubyte * texturepart=NULL;\r
+GLubyte * texturebuffer=NULL;\r
+unsigned long g_x1,g_y1,g_x2,g_y2;\r
+u8 ubOpaqueDraw=0;\r
+\r
+unsigned short MAXTPAGES = 32;\r
+unsigned short CLUTMASK = 0x7fff;\r
+unsigned short CLUTYMASK = 0x1ff;\r
+unsigned short MAXSORTTEX = 196;\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Texture color conversions... all my ASM funcs are removed for easier\r
+// porting... and honestly: nowadays the speed gain would be pointless \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+unsigned long XP8RGBA(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8RGBAEx(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long CP8RGBA(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xffffff00) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long CP8RGBAEx(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xffffff00) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long XP8RGBA_0(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8RGBAEx_0(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8BGRA_0(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8BGRAEx_0(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long CP8RGBA_0(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xfff8f800) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long CP8RGBAEx_0(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xfff8f800) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long CP8BGRA_0(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xff00f8f8) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long CP8BGRAEx_0(unsigned long BGR)\r
+{\r
+ unsigned long l;\r
+\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+ if(l==0xff00f8f8) l=0xff000000;\r
+ return l;\r
+}\r
+\r
+unsigned long XP8RGBA_1(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8RGBAEx_1(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8BGRA_1(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x50000000;\r
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}\r
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long XP8BGRAEx_1(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0x03000000;\r
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}\r
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long P8RGBA(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0;\r
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned long P8BGRA(unsigned long BGR)\r
+{\r
+ if(!(BGR&0xffff)) return 0;\r
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;\r
+}\r
+\r
+unsigned short XP5RGBA(unsigned short BGR)\r
+{\r
+ if(!BGR) return 0;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}\r
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;\r
+}\r
+\r
+unsigned short XP5RGBA_0 (unsigned short BGR)\r
+{\r
+ if(!BGR) return 0;\r
+\r
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;\r
+}\r
+\r
+unsigned short CP5RGBA_0 (unsigned short BGR)\r
+{\r
+ unsigned short s;\r
+\r
+ if(!BGR) return 0;\r
+\r
+ s=((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;\r
+ if(s==0x07ff) s=1;\r
+ return s;\r
+}\r
+\r
+unsigned short XP5RGBA_1(unsigned short BGR)\r
+{\r
+ if(!BGR) return 0;\r
+ if(!(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}\r
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;\r
+}\r
+\r
+unsigned short P5RGBA(unsigned short BGR)\r
+{\r
+ if(!BGR) return 0;\r
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;\r
+}\r
+\r
+unsigned short XP4RGBA(unsigned short BGR)\r
+{\r
+ if(!BGR) return 6;\r
+ if(DrawSemiTrans && !(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}\r
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;\r
+}\r
+\r
+unsigned short XP4RGBA_0 (unsigned short BGR)\r
+{\r
+ if(!BGR) return 6;\r
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;\r
+}\r
+\r
+unsigned short CP4RGBA_0 (unsigned short BGR)\r
+{\r
+ unsigned short s;\r
+ if(!BGR) return 6;\r
+ s=(((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;\r
+ if(s==0x0fff) s=0x000f;\r
+ return s;\r
+}\r
+\r
+unsigned short XP4RGBA_1(unsigned short BGR)\r
+{\r
+ if(!BGR) return 6;\r
+ if(!(BGR&0x8000)) \r
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}\r
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;\r
+}\r
+\r
+unsigned short P4RGBA(unsigned short BGR)\r
+{\r
+ if(!BGR) return 0;\r
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// CHECK TEXTURE MEM (on plugin startup)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+int iFTexA=512;\r
+int iFTexB=512;\r
+\r
+void CheckTextureMemory(void)\r
+{\r
+ GLboolean b;GLboolean * bDetail;\r
+ int i,iCnt,iRam=iVRamSize*1024*1024;\r
+ int iTSize;s8 * p;\r
+\r
+\r
+ if(iVRamSize)\r
+ {\r
+ int ts;\r
+\r
+ iRam-=(iResX*iResY*8);\r
+ iRam-=(iResX*iResY*(iZBufferDepth/8));\r
+\r
+ ts=4;\r
+ iSortTexCnt=iRam/(256*256*ts);\r
+\r
+ if(iSortTexCnt>MAXSORTTEX) \r
+ {\r
+ iSortTexCnt=MAXSORTTEX-min(1,0);\r
+ }\r
+ else\r
+ {\r
+ iSortTexCnt-=3+min(1,0);\r
+ if(iSortTexCnt<8) iSortTexCnt=8;\r
+ }\r
+\r
+ for(i=0;i<MAXSORTTEX;i++)\r
+ uiStexturePage[i]=0;\r
+ \r
+ return;\r
+ }\r
+\r
+\r
+ iTSize=256;\r
+ p=(s8 *)malloc(iTSize*iTSize*4);\r
+\r
+ iCnt=0;\r
+ glGenTextures(MAXSORTTEX,uiStexturePage);\r
+ for(i=0;i<MAXSORTTEX;i++)\r
+ {\r
+ glBindTexture(GL_TEXTURE_2D,uiStexturePage[i]);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iTSize, iTSize, 0,GL_RGBA, GL_UNSIGNED_BYTE, p);\r
+ }\r
+ glBindTexture(GL_TEXTURE_2D,0);\r
+\r
+ free(p);\r
+\r
+ bDetail=(GLboolean*)malloc(MAXSORTTEX*sizeof(GLboolean));\r
+ memset(bDetail,0,MAXSORTTEX*sizeof(GLboolean));\r
+\r
+ glDeleteTextures(MAXSORTTEX,uiStexturePage);\r
+\r
+ for(i=0;i<MAXSORTTEX;i++)\r
+ {\r
+ if(bDetail[i]) iCnt++;\r
+ uiStexturePage[i]=0;\r
+ }\r
+\r
+ free(bDetail);\r
+\r
+ if(b) iSortTexCnt=MAXSORTTEX-min(1,0);\r
+ else iSortTexCnt=iCnt-3+min(1,0); // place for menu&texwnd\r
+\r
+ if(iSortTexCnt<8) iSortTexCnt=8;\r
+} \r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Main init of textures\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InitializeTextureStore() \r
+{\r
+ int i,j;\r
+\r
+ if(iGPUHeight==1024)\r
+ {\r
+ MAXTPAGES = 64;\r
+ CLUTMASK = 0xffff;\r
+ CLUTYMASK = 0x3ff;\r
+ MAXSORTTEX = 128;\r
+ iTexGarbageCollection=0;\r
+ }\r
+ else\r
+ {\r
+ MAXTPAGES = 32;\r
+ CLUTMASK = 0x7fff;\r
+ CLUTYMASK = 0x1ff;\r
+ MAXSORTTEX = 196;\r
+ }\r
+\r
+ memset(vertex,0,4*sizeof(OGLVertex)); // init vertices\r
+\r
+ gTexName=0; // init main tex name\r
+\r
+ iTexWndLimit=MAXWNDTEXCACHE;\r
+/* if(!iUsePalTextures) */iTexWndLimit/=2;\r
+\r
+ memset(wcWndtexStore,0,sizeof(textureWndCacheEntry)*\r
+ MAXWNDTEXCACHE);\r
+ texturepart=(GLubyte *)malloc(256*256*4);\r
+ memset(texturepart,0,256*256*4);\r
+ texturebuffer=NULL;\r
+\r
+ for(i=0;i<3;i++) // -> info for 32*3\r
+ for(j=0;j<MAXTPAGES;j++)\r
+ { \r
+ pscSubtexStore[i][j]=(textureSubCacheEntryS *)malloc(CSUBSIZES*sizeof(textureSubCacheEntryS));\r
+ memset(pscSubtexStore[i][j],0,CSUBSIZES*sizeof(textureSubCacheEntryS));\r
+ }\r
+ for(i=0;i<MAXSORTTEX;i++) // -> info 0..511\r
+ {\r
+ pxSsubtexLeft[i]=(EXLong *)malloc(CSUBSIZE*sizeof(EXLong));\r
+ memset(pxSsubtexLeft[i],0,CSUBSIZE*sizeof(EXLong));\r
+ uiStexturePage[i]=0;\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Clean up on exit\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void CleanupTextureStore() \r
+{\r
+ int i,j;textureWndCacheEntry * tsx;\r
+ //----------------------------------------------------//\r
+ glBindTexture(GL_TEXTURE_2D,0);\r
+ //----------------------------------------------------//\r
+ free(texturepart); // free tex part\r
+ texturepart=0;\r
+ if(texturebuffer)\r
+ {\r
+ free(texturebuffer);\r
+ texturebuffer=0;\r
+ }\r
+ //----------------------------------------------------//\r
+ tsx=wcWndtexStore; // loop tex window cache\r
+ for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)\r
+ {\r
+ if(tsx->texname) // -> some tex?\r
+ glDeleteTextures(1,&tsx->texname); // --> delete it\r
+ }\r
+ iMaxTexWnds=0; // no more tex wnds\r
+ //----------------------------------------------------//\r
+ if(gTexMovieName!=0) // some movie tex?\r
+ glDeleteTextures(1, &gTexMovieName); // -> delete it\r
+ gTexMovieName=0; // no more movie tex\r
+ //----------------------------------------------------//\r
+ if(gTexFrameName!=0) // some 15bit framebuffer tex?\r
+ glDeleteTextures(1, &gTexFrameName); // -> delete it\r
+ gTexFrameName=0; // no more movie tex\r
+ //----------------------------------------------------//\r
+ if(gTexBlurName!=0) // some 15bit framebuffer tex?\r
+ glDeleteTextures(1, &gTexBlurName); // -> delete it\r
+ gTexBlurName=0; // no more movie tex\r
+ //----------------------------------------------------//\r
+ for(i=0;i<3;i++) // -> loop\r
+ for(j=0;j<MAXTPAGES;j++) // loop tex pages\r
+ {\r
+ free(pscSubtexStore[i][j]); // -> clean mem\r
+ }\r
+ for(i=0;i<MAXSORTTEX;i++)\r
+ {\r
+ if(uiStexturePage[i]) // --> tex used ?\r
+ {\r
+ glDeleteTextures(1,&uiStexturePage[i]);\r
+ uiStexturePage[i]=0; // --> delete it\r
+ }\r
+ free(pxSsubtexLeft[i]); // -> clean mem\r
+ }\r
+ //----------------------------------------------------//\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Reset textures in game...\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void ResetTextureArea(BOOL bDelTex)\r
+{\r
+ int i,j;textureSubCacheEntryS * tss;EXLong * lu;\r
+ textureWndCacheEntry * tsx;\r
+ //----------------------------------------------------//\r
+\r
+ dwTexPageComp=0;\r
+\r
+ //----------------------------------------------------//\r
+ if(bDelTex) {glBindTexture(GL_TEXTURE_2D,0);gTexName=0;}\r
+ //----------------------------------------------------//\r
+ tsx=wcWndtexStore;\r
+ for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)\r
+ {\r
+ tsx->used=0;\r
+ if(bDelTex && tsx->texname)\r
+ {\r
+ glDeleteTextures(1,&tsx->texname);\r
+ tsx->texname=0;\r
+ }\r
+ }\r
+ iMaxTexWnds=0;\r
+ //----------------------------------------------------//\r
+\r
+ for(i=0;i<3;i++)\r
+ for(j=0;j<MAXTPAGES;j++)\r
+ {\r
+ tss=pscSubtexStore[i][j];\r
+ (tss+SOFFA)->pos.l=0;\r
+ (tss+SOFFB)->pos.l=0;\r
+ (tss+SOFFC)->pos.l=0;\r
+ (tss+SOFFD)->pos.l=0;\r
+ }\r
+\r
+ for(i=0;i<iSortTexCnt;i++)\r
+ {\r
+ lu=pxSsubtexLeft[i];\r
+ lu->l=0;\r
+ if(bDelTex && uiStexturePage[i])\r
+ {glDeleteTextures(1,&uiStexturePage[i]);uiStexturePage[i]=0;}\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Invalidate tex windows\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InvalidateWndTextureArea(long X,long Y,long W, long H)\r
+{\r
+ int i,px1,px2,py1,py2,iYM=1;\r
+ textureWndCacheEntry * tsw=wcWndtexStore;\r
+\r
+ W+=X-1; \r
+ H+=Y-1;\r
+ if(X<0) X=0;if(X>1023) X=1023;\r
+ if(W<0) W=0;if(W>1023) W=1023;\r
+ if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;\r
+ if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;\r
+ W++;H++;\r
+\r
+ if(iGPUHeight==1024) iYM=3;\r
+\r
+ py1=min(iYM,Y>>8);\r
+ py2=min(iYM,H>>8); // y: 0 or 1\r
+\r
+ px1=max(0,(X>>6));\r
+ px2=min(15,(W>>6));\r
+\r
+ if(py1==py2)\r
+ {\r
+ py1=py1<<4;px1+=py1;px2+=py1; // change to 0-31\r
+ for(i=0;i<iMaxTexWnds;i++,tsw++)\r
+ {\r
+ if(tsw->used)\r
+ {\r
+ if(tsw->pageid>=px1 && tsw->pageid<=px2)\r
+ {\r
+ tsw->used=0;\r
+ }\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ py1=px1+16;py2=px2+16;\r
+ for(i=0;i<iMaxTexWnds;i++,tsw++)\r
+ {\r
+ if(tsw->used)\r
+ {\r
+ if((tsw->pageid>=px1 && tsw->pageid<=px2) ||\r
+ (tsw->pageid>=py1 && tsw->pageid<=py2))\r
+ {\r
+ tsw->used=0;\r
+ }\r
+ }\r
+ }\r
+ }\r
+\r
+ // adjust tex window count\r
+ tsw=wcWndtexStore+iMaxTexWnds-1;\r
+ while(iMaxTexWnds && !tsw->used) {iMaxTexWnds--;tsw--;}\r
+}\r
+\r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// same for sort textures\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void MarkFree(textureSubCacheEntryS * tsx)\r
+{\r
+ EXLong * ul, * uls;\r
+ int j,iMax;u8 x1,y1,dx,dy;\r
+\r
+ uls=pxSsubtexLeft[tsx->cTexID];\r
+ iMax=uls->l;ul=uls+1;\r
+\r
+ if(!iMax) return;\r
+\r
+ for(j=0;j<iMax;j++,ul++)\r
+ if(ul->l==0xffffffff) break;\r
+\r
+ if(j<CSUBSIZE-2)\r
+ {\r
+ if(j==iMax) uls->l=uls->l+1;\r
+\r
+ x1=tsx->posTX;dx=tsx->pos.c[2]-tsx->pos.c[3];\r
+ if(tsx->posTX) {x1--;dx+=3;}\r
+ y1=tsx->posTY;dy=tsx->pos.c[0]-tsx->pos.c[1];\r
+ if(tsx->posTY) {y1--;dy+=3;}\r
+\r
+ ul->c[3]=x1;\r
+ ul->c[2]=dx;\r
+ ul->c[1]=y1;\r
+ ul->c[0]=dy;\r
+ }\r
+}\r
+\r
+void InvalidateSubSTextureArea(long X,long Y,long W, long H)\r
+{\r
+ int i,j,k,iMax,px,py,px1,px2,py1,py2,iYM=1;\r
+ EXLong npos;textureSubCacheEntryS * tsb;\r
+ long x1,x2,y1,y2,xa,sw;\r
+\r
+ W+=X-1; \r
+ H+=Y-1;\r
+ if(X<0) X=0;if(X>1023) X=1023;\r
+ if(W<0) W=0;if(W>1023) W=1023;\r
+ if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;\r
+ if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;\r
+ W++;H++;\r
+\r
+ if(iGPUHeight==1024) iYM=3;\r
+\r
+ py1=min(iYM,Y>>8);\r
+ py2=min(iYM,H>>8); // y: 0 or 1\r
+ px1=max(0,(X>>6)-3); \r
+ px2=min(15,(W>>6)+3); // x: 0-15\r
+\r
+ for(py=py1;py<=py2;py++)\r
+ {\r
+ j=(py<<4)+px1; // get page\r
+\r
+ y1=py*256;y2=y1+255;\r
+\r
+ if(H<y1) continue;\r
+ if(Y>y2) continue;\r
+\r
+ if(Y>y1) y1=Y;\r
+ if(H<y2) y2=H;\r
+ if(y2<y1) {sw=y1;y1=y2;y2=sw;}\r
+ y1=((y1%256)<<8);\r
+ y2=(y2%256);\r
+\r
+ for(px=px1;px<=px2;px++,j++)\r
+ {\r
+ for(k=0;k<3;k++)\r
+ {\r
+ xa=x1=px<<6;\r
+ if(W<x1) continue;\r
+ x2=x1+(64<<k)-1;\r
+ if(X>x2) continue;\r
+\r
+ if(X>x1) x1=X;\r
+ if(W<x2) x2=W;\r
+ if(x2<x1) {sw=x1;x1=x2;x2=sw;}\r
+\r
+ if (dwGPUVersion == 2)\r
+ npos.l=0x00ff00ff;\r
+ else\r
+ npos.l=((x1-xa)<<(26-k))|((x2-xa)<<(18-k))|y1|y2;\r
+\r
+ {\r
+ tsb=pscSubtexStore[k][j]+SOFFA;iMax=tsb->pos.l;tsb++;\r
+ for(i=0;i<iMax;i++,tsb++)\r
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}\r
+\r
+// if(npos.l & 0x00800000)\r
+ {\r
+ tsb=pscSubtexStore[k][j]+SOFFB;iMax=tsb->pos.l;tsb++;\r
+ for(i=0;i<iMax;i++,tsb++)\r
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}\r
+ }\r
+\r
+// if(npos.l & 0x00000080)\r
+ {\r
+ tsb=pscSubtexStore[k][j]+SOFFC;iMax=tsb->pos.l;tsb++;\r
+ for(i=0;i<iMax;i++,tsb++)\r
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}\r
+ }\r
+\r
+// if(npos.l & 0x00800080)\r
+ {\r
+ tsb=pscSubtexStore[k][j]+SOFFD;iMax=tsb->pos.l;tsb++;\r
+ for(i=0;i<iMax;i++,tsb++)\r
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}\r
+ }\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// Invalidate some parts of cache: main routine\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InvalidateTextureAreaEx(void)\r
+{\r
+ short W=sxmax-sxmin;\r
+ short H=symax-symin;\r
+\r
+ if(W==0 && H==0) return;\r
+\r
+ if(iMaxTexWnds) \r
+ InvalidateWndTextureArea(sxmin,symin,W,H);\r
+\r
+ InvalidateSubSTextureArea(sxmin,symin,W,H);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void InvalidateTextureArea(long X,long Y,long W, long H)\r
+{\r
+ if(W==0 && H==0) return;\r
+\r
+ if(iMaxTexWnds) InvalidateWndTextureArea(X,Y,W,H); \r
+\r
+ InvalidateSubSTextureArea(X,Y,W,H);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: define\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DefineTextureWnd(void)\r
+{\r
+ if(gTexName==0)\r
+ glGenTextures(1, &gTexName);\r
+\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
+ \r
+{\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ }\r
+\r
+ glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, \r
+ TWin.Position.x1, \r
+ TWin.Position.y1, \r
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: load packed stretch\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadStretchPackedWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;\r
+ unsigned int palstart;\r
+ unsigned short *px,*pa,*ta;\r
+ u8 *cSRCPtr,*cOSRCPtr;\r
+ unsigned short *wSRCPtr,*wOSRCPtr;\r
+ unsigned long LineOffset;unsigned short s;\r
+ int pmult=pageid/16;\r
+ unsigned short (*LPTCOL)(unsigned short);\r
+\r
+ LPTCOL=PTCF[DrawSemiTrans];\r
+\r
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;\r
+ ldy =TWin.Position.y1-TWin.OPosition.y1;\r
+\r
+ pa=px=(unsigned short *)ubPaletteBuffer;\r
+ ta=(unsigned short *)texturepart;\r
+ palstart=cx+(cy*1024);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ column=g_y2-ldy;\r
+ for(TXV=g_y1;TXV<=column;TXV++)\r
+ {\r
+ ldx=ldxo;\r
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ *ta++=s;\r
+\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+\r
+ if(ldy) \r
+ {ldy--;\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ *ta++=*(ta-(g_x2-g_x1));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // convert CLUT to 32bits .. and then use THAT as a lookup table\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+ \r
+ for(row=j;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=*(pa+(*cSRCPtr & 0xF));\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ row++;\r
+ if(row<=g_x2-ldxo) \r
+ {\r
+ s=*(pa+((*cSRCPtr >> 4) & 0xF));\r
+ *ta++=s; \r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ cSRCPtr++;\r
+ }\r
+\r
+ if(ldy && column&1) \r
+ {ldy--;cSRCPtr = cOSRCPtr;}\r
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<256;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ column=g_y2-ldy;\r
+ for(TXV=g_y1;TXV<=column;TXV++)\r
+ {\r
+ ldx=ldxo;\r
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+\r
+ if(ldy) \r
+ {ldy--;\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ *ta++=*(ta-(g_x2-g_x1));\r
+ }\r
+\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // not using a lookup table here... speeds up smaller texture areas\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo; \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ for(row=g_x1;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}\r
+ else cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)*64)+256*1024*pmult;\r
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;\r
+ LineOffset = 1024 - (g_x2-g_x1+1) +ldxo; \r
+ \r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ wOSRCPtr=wSRCPtr;ldx=ldxo;\r
+ for(row=g_x1;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=LPTCOL(*wSRCPtr++);\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}\r
+ else wSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // others are not possible !\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: load stretched\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadStretchWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo,s;\r
+ unsigned int palstart;\r
+ unsigned long *px,*pa,*ta;\r
+ u8 *cSRCPtr,*cOSRCPtr;\r
+ unsigned short *wSRCPtr,*wOSRCPtr;\r
+ unsigned long LineOffset;\r
+ int pmult=pageid/16;\r
+ unsigned long (*LTCOL)(unsigned long);\r
+ \r
+ LTCOL=TCF[DrawSemiTrans];\r
+\r
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;\r
+ ldy =TWin.Position.y1-TWin.OPosition.y1;\r
+\r
+ pa=px=(unsigned long *)ubPaletteBuffer;\r
+ ta=(unsigned long *)texturepart;\r
+ palstart=cx+(cy*1024);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ //------------------- ZN STUFF\r
+\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=4;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ column=g_y2-ldy;\r
+ for(TXV=g_y1;TXV<=column;TXV++)\r
+ {\r
+ ldx=ldxo;\r
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ *ta++=s;\r
+\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+\r
+ if(ldy) \r
+ {ldy--;\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ *ta++=*(ta-(g_x2-g_x1));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ //-------------------\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+ // convert CLUT to 32bits .. and then use THAT as a lookup table\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LTCOL(*wSRCPtr++);\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+ \r
+ for(row=j;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=*(pa+(*cSRCPtr & 0xF));\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ row++;\r
+ if(row<=g_x2-ldxo) \r
+ {\r
+ s=*(pa+((*cSRCPtr >> 4) & 0xF));\r
+ *ta++=s; \r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ cSRCPtr++;\r
+ }\r
+ if(ldy && column&1) \r
+ {ldy--;cSRCPtr = cOSRCPtr;}\r
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------//\r
+ // 8bit texture load ..\r
+ case 1:\r
+ //------------ ZN STUFF\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ column=g_y2-ldy;\r
+ for(TXV=g_y1;TXV<=column;TXV++)\r
+ {\r
+ ldx=ldxo;\r
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+\r
+ if(ldy) \r
+ {ldy--;\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ *ta++=*(ta-(g_x2-g_x1));\r
+ }\r
+\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+ //------------\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult; \r
+\r
+ // not using a lookup table here... speeds up smaller texture areas\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo; \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ for(row=g_x1;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=LTCOL(psxVuw[palstart+ *cSRCPtr++]);\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}\r
+ else cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)*64)+256*1024*pmult;\r
+\r
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;\r
+ LineOffset = 1024 - (g_x2-g_x1+1) +ldxo; \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ wOSRCPtr=wSRCPtr;ldx=ldxo;\r
+ for(row=g_x1;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=LTCOL(*wSRCPtr++);\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}\r
+ else wSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // others are not possible !\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: load packed simple\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadPackedWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm;\r
+ unsigned int palstart;\r
+ unsigned short *px,*pa,*ta;\r
+ u8 *cSRCPtr;\r
+ unsigned short *wSRCPtr;\r
+ unsigned long LineOffset;\r
+ int pmult=pageid/16;\r
+ unsigned short (*LPTCOL)(unsigned short);\r
+\r
+ LPTCOL=PTCF[DrawSemiTrans];\r
+\r
+ pa=px=(unsigned short *)ubPaletteBuffer;\r
+ ta=(unsigned short *)texturepart;\r
+ palstart=cx+(cy*1024);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ for(TXV=g_y1;TXV<=g_y2;TXV++)\r
+ {\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // convert CLUT to 32bits .. and then use THAT as a lookup table\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cSRCPtr = psxVub + start + (2048*column) + sxh;\r
+ \r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+ \r
+ for(row=j;row<=g_x2;row++)\r
+ {\r
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;\r
+ if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF)); \r
+ cSRCPtr++;\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<256;row++)\r
+ *px++=LPTCOL(*wSRCPtr++);\r
+\r
+ for(TXV=g_y1;TXV<=g_y2;TXV++)\r
+ {\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // not using a lookup table here... speeds up smaller texture areas\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1); \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ for(row=g_x1;row<=g_x2;row++)\r
+ *ta++=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);\r
+ cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)*64)+256*1024*pmult;\r
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;\r
+ LineOffset = 1024 - (g_x2-g_x1+1); \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ for(row=g_x1;row<=g_x2;row++)\r
+ *ta++=LPTCOL(*wSRCPtr++);\r
+ wSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // others are not possible !\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: load simple\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm;\r
+ unsigned int palstart;\r
+ unsigned long *px,*pa,*ta;\r
+ u8 *cSRCPtr;\r
+ unsigned short *wSRCPtr;\r
+ unsigned long LineOffset;\r
+ int pmult=pageid/16;\r
+ unsigned long (*LTCOL)(unsigned long);\r
+ \r
+ LTCOL=TCF[DrawSemiTrans];\r
+\r
+ pa=px=(unsigned long *)ubPaletteBuffer;\r
+ ta=(unsigned long *)texturepart;\r
+ palstart=cx+(cy*1024);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=4;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=g_y1;TXV<=g_y2;TXV++)\r
+ {\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // convert CLUT to 32bits .. and then use THAT as a lookup table\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ for(row=0;row<16;row++)\r
+ *px++=LTCOL(*wSRCPtr++);\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cSRCPtr = psxVub + start + (2048*column) + sxh;\r
+ \r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+ \r
+ for(row=j;row<=g_x2;row++)\r
+ {\r
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;\r
+ if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF)); \r
+ cSRCPtr++;\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------//\r
+ // 8bit texture load ..\r
+ case 1:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=g_y1;TXV<=g_y2;TXV++)\r
+ {\r
+ for(TXU=g_x1;TXU<=g_x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+ }\r
+ }\r
+\r
+ DefineTextureWnd();\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // not using a lookup table here... speeds up smaller texture areas\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1); \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ for(row=g_x1;row<=g_x2;row++)\r
+ *ta++=LTCOL(psxVuw[palstart+ *cSRCPtr++]);\r
+ cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)*64)+256*1024*pmult;\r
+\r
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;\r
+ LineOffset = 1024 - (g_x2-g_x1+1); \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ for(row=g_x1;row<=g_x2;row++)\r
+ *ta++=LTCOL(*wSRCPtr++);\r
+ wSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefineTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // others are not possible !\r
+ }\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void UploadTexWndPal(int mode,short cx,short cy)\r
+{\r
+ unsigned int i,iSize;\r
+ unsigned short * wSrcPtr;\r
+ unsigned long * ta=(unsigned long *)texturepart;\r
+\r
+ wSrcPtr=psxVuw+cx+(cy*1024);\r
+ if(mode==0) i=4; else i=64;\r
+ iSize=i<<2;\r
+ ubOpaqueDraw=0;\r
+\r
+ do\r
+ {\r
+ *ta =PALCOL(*wSrcPtr);\r
+ *(ta+1)=PALCOL(*(wSrcPtr+1));\r
+ *(ta+2)=PALCOL(*(wSrcPtr+2));\r
+ *(ta+3)=PALCOL(*(wSrcPtr+3));\r
+ ta+=4;wSrcPtr+=4;i--;\r
+ }\r
+ while(i);\r
+\r
+/* (*glColorTableEXTEx)(GL_TEXTURE_2D,GL_RGBA8,iSize,\r
+ GL_RGBA,GL_UNSIGNED_BYTE,texturepart);\r
+*/}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DefinePalTextureWnd(void)\r
+{\r
+ if(gTexName==0)\r
+ glGenTextures(1, &gTexName);\r
+\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
+ \r
+{\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ }\r
+\r
+ glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, \r
+ TWin.Position.x1, \r
+ TWin.Position.y1, \r
+ 0, GL_RGBA, GL_UNSIGNED_BYTE,texturepart);\r
+}\r
+\r
+///////////////////////////////////////////////////////\r
+\r
+void LoadPalWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm;\r
+ u8 *ta;\r
+ u8 *cSRCPtr;\r
+ unsigned long LineOffset;\r
+ int pmult=pageid/16;\r
+\r
+ ta=(u8 *)texturepart;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cSRCPtr = psxVub + start + (2048*column) + sxh;\r
+ \r
+ if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);\r
+ \r
+ for(row=j;row<=g_x2;row++)\r
+ {\r
+ *ta++=(*cSRCPtr & 0xF); row++;\r
+ if(row<=g_x2) *ta++=((*cSRCPtr >> 4) & 0xF); \r
+ cSRCPtr++;\r
+ }\r
+ }\r
+\r
+ DefinePalTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ // not using a lookup table here... speeds up smaller texture areas\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1); \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ for(row=g_x1;row<=g_x2;row++)\r
+ *ta++=*cSRCPtr++;\r
+ cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefinePalTextureWnd();\r
+ break;\r
+ }\r
+ UploadTexWndPal(mode,cx,cy);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadStretchPalWndTexturePage(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;\r
+ u8 *ta,s;\r
+ u8 *cSRCPtr,*cOSRCPtr;\r
+ unsigned long LineOffset;\r
+ int pmult=pageid/16;\r
+\r
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;\r
+ ldy =TWin.Position.y1-TWin.OPosition.y1;\r
+\r
+ ta=(u8 *)texturepart;\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ sxm=g_x1&1;sxh=g_x1>>1;\r
+ if(sxm) j=g_x1+1; else j=g_x1;\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);\r
+ \r
+ for(row=j;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=(*cSRCPtr & 0xF);\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ row++;\r
+ if(row<=g_x2-ldxo) \r
+ {\r
+ s=((*cSRCPtr >> 4) & 0xF);\r
+ *ta++=s; \r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ cSRCPtr++;\r
+ }\r
+ if(ldy && column&1) \r
+ {ldy--;cSRCPtr = cOSRCPtr;}\r
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;\r
+ }\r
+\r
+ DefinePalTextureWnd();\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ start=((pageid-16*pmult)*128)+256*2048*pmult;\r
+\r
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;\r
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo; \r
+\r
+ for(column=g_y1;column<=g_y2;column++)\r
+ {\r
+ cOSRCPtr=cSRCPtr;ldx=ldxo;\r
+ for(row=g_x1;row<=g_x2-ldxo;row++)\r
+ {\r
+ s=*cSRCPtr++;\r
+ *ta++=s;\r
+ if(ldx) {*ta++=s;ldx--;}\r
+ }\r
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}\r
+ else cSRCPtr+=LineOffset;\r
+ }\r
+\r
+ DefinePalTextureWnd();\r
+ break;\r
+ }\r
+ UploadTexWndPal(mode,cx,cy);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// tex window: main selecting, cache handler included\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId)\r
+{\r
+ textureWndCacheEntry * ts, * tsx=NULL;\r
+ int i;short cx,cy;\r
+ EXLong npos;\r
+\r
+ npos.c[3]=TWin.Position.x0;\r
+ npos.c[2]=TWin.OPosition.x1;\r
+ npos.c[1]=TWin.Position.y0;\r
+ npos.c[0]=TWin.OPosition.y1;\r
+\r
+ g_x1=TWin.Position.x0;g_x2=g_x1+TWin.Position.x1-1;\r
+ g_y1=TWin.Position.y0;g_y2=g_y1+TWin.Position.y1-1;\r
+\r
+ if(TextureMode==2) {GivenClutId=0;cx=cy=0;}\r
+ else \r
+ {\r
+ cx=((GivenClutId << 4) & 0x3F0);cy=((GivenClutId >> 6) & CLUTYMASK);\r
+ GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30);\r
+\r
+ // palette check sum\r
+ {\r
+ unsigned long l=0,row;\r
+ unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));\r
+ if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;\r
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;\r
+ l=(l+HIWORD(l))&0x3fffL;\r
+ GivenClutId|=(l<<16);\r
+ }\r
+\r
+ }\r
+\r
+ ts=wcWndtexStore;\r
+\r
+ for(i=0;i<iMaxTexWnds;i++,ts++)\r
+ {\r
+ if(ts->used)\r
+ {\r
+ if(ts->pos.l==npos.l &&\r
+ ts->pageid==pageid &&\r
+ ts->textureMode==TextureMode)\r
+ {\r
+ if(ts->ClutID==GivenClutId)\r
+ {\r
+ ubOpaqueDraw=ts->Opaque;\r
+ return ts->texname;\r
+ }\r
+ }\r
+ }\r
+ else tsx=ts;\r
+ }\r
+\r
+ if(!tsx) \r
+ {\r
+ if(iMaxTexWnds==iTexWndLimit)\r
+ {\r
+ tsx=wcWndtexStore+iTexWndTurn;\r
+ iTexWndTurn++; \r
+ if(iTexWndTurn==iTexWndLimit) iTexWndTurn=0;\r
+ }\r
+ else\r
+ {\r
+ tsx=wcWndtexStore+iMaxTexWnds;\r
+ iMaxTexWnds++;\r
+ }\r
+ }\r
+\r
+ gTexName=tsx->texname;\r
+\r
+ if(TWin.OPosition.y1==TWin.Position.y1 &&\r
+ TWin.OPosition.x1==TWin.Position.x1)\r
+ {\r
+ LoadWndTexturePage(pageid,TextureMode,cx,cy);\r
+ } \r
+ else\r
+ {\r
+ LoadStretchWndTexturePage(pageid,TextureMode,cx,cy);\r
+ }\r
+\r
+ tsx->Opaque=ubOpaqueDraw;\r
+ tsx->pos.l=npos.l;\r
+ tsx->ClutID=GivenClutId;\r
+ tsx->pageid=pageid;\r
+ tsx->textureMode=TextureMode;\r
+ tsx->texname=gTexName;\r
+ tsx->used=1;\r
+ \r
+ return gTexName;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// movie texture: define\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DefinePackedTextureMovie(void)\r
+{\r
+ if(gTexMovieName==0)\r
+ {\r
+ glGenTextures(1, &gTexMovieName);\r
+ gTexName=gTexMovieName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+\r
+ if(!bUseFastMdec) \r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ }\r
+ else\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ }\r
+ \r
+ glTexImage2D(GL_TEXTURE_2D, 0, //giWantedRGBA, \r
+ GL_RGBA,\r
+ 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+ }\r
+ else \r
+ {\r
+ gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);\r
+ }\r
+\r
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,\r
+ (xrMovieArea.x1-xrMovieArea.x0), \r
+ (xrMovieArea.y1-xrMovieArea.y0), \r
+ GL_RGBA,\r
+ GL_UNSIGNED_SHORT,\r
+ texturepart);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void DefineTextureMovie(void)\r
+{\r
+ if(gTexMovieName==0)\r
+ {\r
+ glGenTextures(1, &gTexMovieName);\r
+ gTexName=gTexMovieName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+ \r
+ if(!bUseFastMdec) \r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ }\r
+ else\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ }\r
+\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+ }\r
+ else \r
+ {\r
+ gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);\r
+ }\r
+\r
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,\r
+ (xrMovieArea.x1-xrMovieArea.x0), \r
+ (xrMovieArea.y1-xrMovieArea.y0), \r
+ GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// movie texture: load\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define MRED(x) ((x>>3) & 0x1f)\r
+#define MGREEN(x) ((x>>6) & 0x3e0)\r
+#define MBLUE(x) ((x>>9) & 0x7c00)\r
+\r
+#define XMGREEN(x) ((x>>5) & 0x07c0)\r
+#define XMRED(x) ((x<<8) & 0xf800)\r
+#define XMBLUE(x) ((x>>18) & 0x003e)\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// movie texture: load\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+u8 * LoadDirectMovieFast(void)\r
+{\r
+ long row,column;\r
+ unsigned int startxy;\r
+\r
+ unsigned long * ta=(unsigned long *)texturepart;\r
+\r
+ if(PSXDisplay.RGB24)\r
+ {\r
+ u8 * pD;\r
+\r
+ startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;\r
+\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)\r
+ {\r
+ pD=(u8 *)&psxVuw[startxy];\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ {\r
+ *ta++=*((unsigned long *)pD)|0xff000000;\r
+ pD+=3;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ unsigned long (*LTCOL)(unsigned long);\r
+\r
+ LTCOL=XP8RGBA_0;//TCF[0];\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);\r
+ }\r
+ }\r
+ \r
+ return texturepart;\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint LoadTextureMovieFast(void)\r
+{\r
+ long row,column;\r
+ unsigned int start,startxy;\r
+\r
+{\r
+ if(PSXDisplay.RGB24)\r
+ {\r
+ u8 * pD;\r
+ unsigned long * ta=(unsigned long *)texturepart;\r
+\r
+ startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;\r
+\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)\r
+ {\r
+ //startxy=((1024)*column)+xrMovieArea.x0;\r
+ pD=(u8 *)&psxVuw[startxy];\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ {\r
+ *ta++=*((unsigned long *)pD)|0xff000000;\r
+ pD+=3;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ unsigned long (*LTCOL)(unsigned long);\r
+ unsigned long *ta;\r
+\r
+ LTCOL=XP8RGBA_0;//TCF[0];\r
+\r
+ ubOpaqueDraw=0;\r
+ ta=(unsigned long *)texturepart;\r
+\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);\r
+ }\r
+ }\r
+ DefineTextureMovie();\r
+ }\r
+ return gTexName; \r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint LoadTextureMovie(void)\r
+{\r
+ short row,column,dx;\r
+ unsigned int startxy;\r
+ BOOL b_X,b_Y;\r
+\r
+ if(bUseFastMdec) return LoadTextureMovieFast();\r
+\r
+ b_X=FALSE;b_Y=FALSE;\r
+\r
+ if((xrMovieArea.x1-xrMovieArea.x0)<255) b_X=TRUE;\r
+ if((xrMovieArea.y1-xrMovieArea.y0)<255) b_Y=TRUE;\r
+\r
+{\r
+ if(PSXDisplay.RGB24)\r
+ {\r
+ u8 * pD;\r
+ unsigned long * ta=(unsigned long *)texturepart;\r
+\r
+ if(b_X)\r
+ {\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ pD=(u8 *)&psxVuw[startxy];\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ {\r
+ *ta++=*((unsigned long *)pD)|0xff000000;\r
+ pD+=3;\r
+ }\r
+ *ta++=*(ta-1);\r
+ }\r
+ if(b_Y)\r
+ {\r
+ dx=xrMovieArea.x1-xrMovieArea.x0+1;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=*(ta-dx);\r
+ *ta++=*(ta-1);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ pD=(u8 *)&psxVuw[startxy];\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ {\r
+ *ta++=*((unsigned long *)pD)|0xff000000;\r
+ pD+=3;\r
+ }\r
+ }\r
+ if(b_Y)\r
+ {\r
+ dx=xrMovieArea.x1-xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=*(ta-dx);\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ unsigned long (*LTCOL)(unsigned long);\r
+ unsigned long *ta;\r
+\r
+ LTCOL=XP8RGBA_0;//TCF[0];\r
+\r
+ ubOpaqueDraw=0;\r
+ ta=(unsigned long *)texturepart;\r
+\r
+ if(b_X)\r
+ {\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);\r
+ *ta++=*(ta-1);\r
+ }\r
+\r
+ if(b_Y)\r
+ {\r
+ dx=xrMovieArea.x1-xrMovieArea.x0+1;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=*(ta-dx);\r
+ *ta++=*(ta-1);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)\r
+ {\r
+ startxy=((1024)*column)+xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);\r
+ }\r
+\r
+ if(b_Y)\r
+ {\r
+ dx=xrMovieArea.x1-xrMovieArea.x0;\r
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)\r
+ *ta++=*(ta-dx);\r
+ }\r
+ }\r
+ }\r
+\r
+ xrMovieArea.x1+=b_X;xrMovieArea.y1+=b_Y;\r
+ DefineTextureMovie();\r
+ xrMovieArea.x1-=b_X;xrMovieArea.y1-=b_Y;\r
+ }\r
+ return gTexName; \r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint BlackFake15BitTexture(void)\r
+{\r
+ long pmult;short x1,x2,y1,y2;\r
+\r
+ if(PSXDisplay.InterlacedTest) return 0;\r
+ \r
+ pmult=GlobalTexturePage/16;\r
+ x1=gl_ux[7];\r
+ x2=gl_ux[6]-gl_ux[7];\r
+ y1=gl_ux[5];\r
+ y2=gl_ux[4]-gl_ux[5];\r
+\r
+ if(iSpriteTex)\r
+ {\r
+ if(x2<255) x2++;\r
+ if(y2<255) y2++;\r
+ }\r
+\r
+ y1+=pmult*256;\r
+ x1+=((GlobalTexturePage-16*pmult)<<6);\r
+\r
+ if( FastCheckAgainstFrontScreen(x1,y1,x2,y2)\r
+ || FastCheckAgainstScreen(x1,y1,x2,y2))\r
+ {\r
+ if(!gTexFrameName)\r
+ {\r
+ glGenTextures(1, &gTexFrameName);\r
+ gTexName=gTexFrameName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ \r
+ {\r
+ unsigned long * ta=(unsigned long *)texturepart;\r
+ for(y1=0;y1<=4;y1++)\r
+ for(x1=0;x1<=4;x1++)\r
+ *ta++=0xff000000;\r
+ }\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+ }\r
+ else\r
+ {\r
+ gTexName=gTexFrameName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+ }\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ return (GLuint)gTexName;\r
+ }\r
+ return 0;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL bFakeFrontBuffer=FALSE;\r
+BOOL bIgnoreNextTile =FALSE;\r
+\r
+int iFTex=512;\r
+\r
+GLuint Fake15BitTexture(void)\r
+{\r
+ long pmult;short x1,x2,y1,y2;int iYAdjust;\r
+ float ScaleX,ScaleY;RECT rSrc;\r
+\r
+ if(iFrameTexType==1) return BlackFake15BitTexture();\r
+ if(PSXDisplay.InterlacedTest) return 0;\r
+ \r
+ pmult=GlobalTexturePage/16;\r
+ x1=gl_ux[7];\r
+ x2=gl_ux[6]-gl_ux[7];\r
+ y1=gl_ux[5];\r
+ y2=gl_ux[4]-gl_ux[5];\r
+\r
+ y1+=pmult*256;\r
+ x1+=((GlobalTexturePage-16*pmult)<<6);\r
+\r
+ if(iFrameTexType==3)\r
+ {\r
+ if(iFrameReadType==4) return 0;\r
+\r
+ if(!FastCheckAgainstFrontScreen(x1,y1,x2,y2) &&\r
+ !FastCheckAgainstScreen(x1,y1,x2,y2))\r
+ return 0;\r
+\r
+ if(bFakeFrontBuffer) bIgnoreNextTile=TRUE;\r
+ CheckVRamReadEx(x1,y1,x1+x2,y1+y2);\r
+ return 0;\r
+ }\r
+\r
+ /////////////////////////\r
+\r
+ if(FastCheckAgainstFrontScreen(x1,y1,x2,y2))\r
+ {\r
+ x1-=PSXDisplay.DisplayPosition.x;\r
+ y1-=PSXDisplay.DisplayPosition.y;\r
+ }\r
+ else\r
+ if(FastCheckAgainstScreen(x1,y1,x2,y2))\r
+ {\r
+ x1-=PreviousPSXDisplay.DisplayPosition.x;\r
+ y1-=PreviousPSXDisplay.DisplayPosition.y;\r
+ }\r
+ else return 0;\r
+\r
+ bDrawMultiPass = FALSE;\r
+\r
+ if(!gTexFrameName)\r
+ {\r
+ s8 * p;\r
+\r
+ if(iResX>1280 || iResY>1024) iFTex=2048;\r
+ else\r
+ if(iResX>640 || iResY>480) iFTex=1024;\r
+ else iFTex=512; \r
+\r
+ glGenTextures(1, &gTexFrameName);\r
+ gTexName=gTexFrameName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+\r
+ p=(s8 *)malloc(iFTex*iFTex*4);\r
+ memset(p,0,iFTex*iFTex*4);\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iFTex, iFTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);\r
+ free(p);\r
+\r
+ glGetError();\r
+ }\r
+ else \r
+ {\r
+ gTexName=gTexFrameName;\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+ }\r
+\r
+ x1+=PreviousPSXDisplay.Range.x0;\r
+ y1+=PreviousPSXDisplay.Range.y0;\r
+\r
+ if(PSXDisplay.DisplayMode.x)\r
+ ScaleX=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;\r
+ else ScaleX=1.0f;\r
+ if(PSXDisplay.DisplayMode.y)\r
+ ScaleY=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;\r
+ else ScaleY=1.0f;\r
+\r
+ rSrc.left =max(x1*ScaleX,0);\r
+ rSrc.right =min((x1+x2)*ScaleX+0.99f,iResX-1);\r
+ rSrc.top =max(y1*ScaleY,0);\r
+ rSrc.bottom=min((y1+y2)*ScaleY+0.99f,iResY-1);\r
+\r
+ iYAdjust=(y1+y2)-PSXDisplay.DisplayMode.y;\r
+ if(iYAdjust>0)\r
+ iYAdjust=(int)((float)iYAdjust*ScaleY)+1;\r
+ else iYAdjust=0;\r
+ \r
+ gl_vy[0]=255-gl_vy[0];\r
+ gl_vy[1]=255-gl_vy[1];\r
+ gl_vy[2]=255-gl_vy[2];\r
+ gl_vy[3]=255-gl_vy[3];\r
+\r
+ y1=min(gl_vy[0],min(gl_vy[1],min(gl_vy[2],gl_vy[3])));\r
+\r
+ gl_vy[0]-=y1;\r
+ gl_vy[1]-=y1;\r
+ gl_vy[2]-=y1;\r
+ gl_vy[3]-=y1;\r
+ gl_ux[0]-=gl_ux[7];\r
+ gl_ux[1]-=gl_ux[7];\r
+ gl_ux[2]-=gl_ux[7];\r
+ gl_ux[3]-=gl_ux[7];\r
+\r
+ ScaleX*=256.0f/((float)(iFTex));\r
+ ScaleY*=256.0f/((float)(iFTex));\r
+\r
+ y1=((float)gl_vy[0]*ScaleY); if(y1>255) y1=255;\r
+ gl_vy[0]=y1;\r
+ y1=((float)gl_vy[1]*ScaleY); if(y1>255) y1=255;\r
+ gl_vy[1]=y1;\r
+ y1=((float)gl_vy[2]*ScaleY); if(y1>255) y1=255;\r
+ gl_vy[2]=y1;\r
+ y1=((float)gl_vy[3]*ScaleY); if(y1>255) y1=255;\r
+ gl_vy[3]=y1;\r
+\r
+ x1=((float)gl_ux[0]*ScaleX); if(x1>255) x1=255;\r
+ gl_ux[0]=x1;\r
+ x1=((float)gl_ux[1]*ScaleX); if(x1>255) x1=255;\r
+ gl_ux[1]=x1;\r
+ x1=((float)gl_ux[2]*ScaleX); if(x1>255) x1=255;\r
+ gl_ux[2]=x1;\r
+ x1=((float)gl_ux[3]*ScaleX); if(x1>255) x1=255;\r
+ gl_ux[3]=x1;\r
+\r
+ x1=rSrc.right-rSrc.left;\r
+ if(x1<=0) x1=1;\r
+ if(x1>iFTex) x1=iFTex;\r
+\r
+ y1=rSrc.bottom-rSrc.top;\r
+ if(y1<=0) y1=1;\r
+ if(y1+iYAdjust>iFTex) y1=iFTex-iYAdjust;\r
+\r
+\r
+ glCopyTexSubImage2D( GL_TEXTURE_2D, 0, \r
+ 0,\r
+ iYAdjust,\r
+ rSrc.left+rRatioRect.left,\r
+ iResY-rSrc.bottom-rRatioRect.top,\r
+ x1,y1);\r
+\r
+ if(glGetError()) \r
+ {\r
+ s8 * p=(s8 *)malloc(iFTex*iFTex*4);\r
+ memset(p,0,iFTex*iFTex*4);\r
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iFTex, iFTex,\r
+ GL_RGBA, GL_UNSIGNED_BYTE, p);\r
+ free(p);\r
+ }\r
+\r
+ \r
+ ubOpaqueDraw=0;\r
+\r
+ if(iSpriteTex)\r
+ {\r
+ sprtW=gl_ux[1]-gl_ux[0]; \r
+ sprtH=-(gl_vy[0]-gl_vy[2]);\r
+ }\r
+\r
+ return (GLuint)gTexName;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// load texture part (unpacked)\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm;\r
+ unsigned int palstart;\r
+ unsigned long *px,*pa,*ta;\r
+ u8 *cSRCPtr;\r
+ unsigned short *wSRCPtr;\r
+ unsigned long LineOffset;\r
+ unsigned long x2a,xalign=0;\r
+ unsigned long x1=gl_ux[7];\r
+ unsigned long x2=gl_ux[6];\r
+ unsigned long y1=gl_ux[5];\r
+ unsigned long y2=gl_ux[4];\r
+ unsigned long dx=x2-x1+1;\r
+ unsigned long dy=y2-y1+1;\r
+ int pmult=pageid/16;\r
+ unsigned long (*LTCOL)(unsigned long);\r
+ unsigned int a,r,g,b,cnt,h;\r
+ unsigned long scol[8];\r
+ \r
+ LTCOL=TCF[DrawSemiTrans];\r
+\r
+ pa=px=(unsigned long *)ubPaletteBuffer;\r
+ ta=(unsigned long *)texturepart;\r
+ palstart=cx+(cy<<10);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ if(YTexS) {ta+=dx;if(XTexS) ta+=2;}\r
+ if(XTexS) {ta+=1;xalign=2;}\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=4;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=y1;TXV<=y2;TXV++)\r
+ {\r
+ for(TXU=x1;TXU<=x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ }\r
+ ta+=xalign;\r
+ }\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)<<7)+524288*pmult;\r
+ // convert CLUT to 32bits .. and then use THAT as a lookup table\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=4;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;\r
+ sxm=x1&1;sxh=x1>>1;\r
+ j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;\r
+ for(column=y1;column<=y2;column++)\r
+ {\r
+ cSRCPtr = psxVub + start + (column<<11) + sxh;\r
+ \r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+\r
+ for(row=j;row<x2a;row+=2)\r
+ {\r
+ *ta =*(pa+(*cSRCPtr & 0xF)); \r
+ *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF)); \r
+ cSRCPtr++;ta+=2;\r
+ }\r
+\r
+ if(row<=x2) \r
+ {\r
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;\r
+ if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));\r
+ }\r
+\r
+ ta+=xalign;\r
+ }\r
+\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=y1;TXV<=y2;TXV++)\r
+ {\r
+ for(TXU=x1;TXU<=x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+ }\r
+ ta+=xalign;\r
+ }\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)<<7)+524288*pmult;\r
+\r
+ cSRCPtr = psxVub + start + (y1<<11) + x1;\r
+ LineOffset = 2048 - dx; \r
+\r
+ if(dy*dx>384)\r
+ {\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LTCOL(*wSRCPtr);\r
+ *(px+1)=LTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);\r
+ ta+=xalign;\r
+ cSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+ }\r
+ else\r
+ {\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=LTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);\r
+ ta+=xalign;\r
+ cSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+ }\r
+\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)<<6)+262144*pmult;\r
+\r
+ wSRCPtr = psxVuw + start + (y1<<10) + x1;\r
+ LineOffset = 1024 - dx; \r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=LTCOL(*wSRCPtr++);row--;} while(row);\r
+ ta+=xalign;\r
+ wSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+\r
+ break;\r
+ //--------------------------------------------------//\r
+ // others are not possible !\r
+ }\r
+\r
+ x2a=dx+xalign;\r
+\r
+ if(YTexS)\r
+ {\r
+ ta=(unsigned long *)texturepart;\r
+ pa=(unsigned long *)texturepart+x2a;\r
+ row=x2a;do {*ta++=*pa++;row--;} while(row); \r
+ pa=(unsigned long *)texturepart+dy*x2a;\r
+ ta=pa+x2a;\r
+ row=x2a;do {*ta++=*pa++;row--;} while(row);\r
+ YTexS--;\r
+ dy+=2;\r
+ }\r
+\r
+ if(XTexS)\r
+ {\r
+ ta=(unsigned long *)texturepart;\r
+ pa=ta+1;\r
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);\r
+ pa=(unsigned long *)texturepart+dx;\r
+ ta=pa+1;\r
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);\r
+ XTexS--;\r
+ dx+=2;\r
+ }\r
+\r
+ DXTexS=dx;DYTexS=dy;\r
+\r
+ if(!iFilterType) {DefineSubTextureSort();return;}\r
+ if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}\r
+ if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)\r
+ {DefineSubTextureSort();return;}\r
+\r
+ ta=(unsigned long *)texturepart;\r
+ x1=dx-1;\r
+ y1=dy-1;\r
+\r
+ if(bOpaquePass)\r
+ {\r
+{\r
+ for(column=0;column<dy;column++)\r
+ {\r
+ for(row=0;row<dx;row++)\r
+ {\r
+ if(*ta==0x50000000)\r
+ {\r
+ cnt=0;\r
+\r
+ if( column && *(ta-dx) !=0x50000000 && *(ta-dx)>>24!=1) scol[cnt++]=*(ta-dx);\r
+ if(row && *(ta-1) !=0x50000000 && *(ta-1)>>24!=1) scol[cnt++]=*(ta-1);\r
+ if(row!=x1 && *(ta+1) !=0x50000000 && *(ta+1)>>24!=1) scol[cnt++]=*(ta+1);\r
+ if( column!=y1 && *(ta+dx) !=0x50000000 && *(ta+dx)>>24!=1) scol[cnt++]=*(ta+dx);\r
+\r
+ if(row && column && *(ta-dx-1)!=0x50000000 && *(ta-dx-1)>>24!=1) scol[cnt++]=*(ta-dx-1);\r
+ if(row!=x1 && column && *(ta-dx+1)!=0x50000000 && *(ta-dx+1)>>24!=1) scol[cnt++]=*(ta-dx+1);\r
+ if(row && column!=y1 && *(ta+dx-1)!=0x50000000 && *(ta+dx-1)>>24!=1) scol[cnt++]=*(ta+dx-1);\r
+ if(row!=x1 && column!=y1 && *(ta+dx+1)!=0x50000000 && *(ta+dx+1)>>24!=1) scol[cnt++]=*(ta+dx+1);\r
+\r
+ if(cnt)\r
+ {\r
+ r=g=b=a=0;\r
+ for(h=0;h<cnt;h++)\r
+ {\r
+ a+=(scol[h]>>24);\r
+ r+=(scol[h]>>16)&0xff;\r
+ g+=(scol[h]>>8)&0xff;\r
+ b+=scol[h]&0xff;\r
+ }\r
+ r/=cnt;b/=cnt;g/=cnt;\r
+\r
+ *ta=(r<<16)|(g<<8)|b;\r
+ if(a) *ta|=0x50000000;\r
+ else *ta|=0x01000000;\r
+ }\r
+ }\r
+ ta++;\r
+ }\r
+ }\r
+ }\r
+ }\r
+ else\r
+ for(column=0;column<dy;column++)\r
+ {\r
+ for(row=0;row<dx;row++)\r
+ {\r
+ if(*ta==0x00000000)\r
+ {\r
+ cnt=0;\r
+\r
+ if(row!=x1 && *(ta+1) !=0x00000000) scol[cnt++]=*(ta+1);\r
+ if( column!=y1 && *(ta+dx) !=0x00000000) scol[cnt++]=*(ta+dx);\r
+\r
+ if(cnt)\r
+ {\r
+ r=g=b=0;\r
+ for(h=0;h<cnt;h++)\r
+ {\r
+ r+=(scol[h]>>16)&0xff;\r
+ g+=(scol[h]>>8)&0xff;\r
+ b+=scol[h]&0xff;\r
+ }\r
+ r/=cnt;b/=cnt;g/=cnt;\r
+ *ta=(r<<16)|(g<<8)|b;\r
+ }\r
+ }\r
+ ta++;\r
+ }\r
+ }\r
+\r
+ DefineSubTextureSort();\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// load texture part (packed)\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy)\r
+{\r
+ unsigned long start,row,column,j,sxh,sxm;\r
+ unsigned int palstart;\r
+ unsigned short *px,*pa,*ta;\r
+ u8 *cSRCPtr;\r
+ unsigned short *wSRCPtr;\r
+ unsigned long LineOffset;\r
+ unsigned long x2a,xalign=0;\r
+ unsigned long x1=gl_ux[7];\r
+ unsigned long x2=gl_ux[6];\r
+ unsigned long y1=gl_ux[5];\r
+ unsigned long y2=gl_ux[4];\r
+ unsigned long dx=x2-x1+1;\r
+ unsigned long dy=y2-y1+1;\r
+ int pmult=pageid/16;\r
+ unsigned short (*LPTCOL)(unsigned short);\r
+ unsigned int a,r,g,b,cnt,h;\r
+ unsigned short scol[8];\r
+\r
+ LPTCOL=PTCF[DrawSemiTrans];\r
+\r
+ pa=px=(unsigned short *)ubPaletteBuffer;\r
+ ta=(unsigned short *)texturepart;\r
+ palstart=cx+(cy<<10);\r
+\r
+ ubOpaqueDraw=0;\r
+\r
+ if(YTexS) {ta+=dx;if(XTexS) ta+=2;}\r
+ if(XTexS) {ta+=1;xalign=2;}\r
+\r
+ switch(mode)\r
+ {\r
+ //--------------------------------------------------// \r
+ // 4bit texture load ..\r
+ case 0:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ row=4;do\r
+ {\r
+ *px =LPTCOL(*wSRCPtr);\r
+ *(px+1)=LPTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LPTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LPTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=y1;TXV<=y2;TXV++)\r
+ {\r
+ for(TXU=x1;TXU<=x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );\r
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));\r
+ }\r
+ ta+=xalign;\r
+ }\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)<<7)+524288*pmult;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+ row=4;do\r
+ {\r
+ *px =LPTCOL(*wSRCPtr);\r
+ *(px+1)=LPTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LPTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LPTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;\r
+ sxm=x1&1;sxh=x1>>1;\r
+ j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;\r
+\r
+ for(column=y1;column<=y2;column++)\r
+ {\r
+ cSRCPtr = psxVub + start + (column<<11) + sxh;\r
+ \r
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));\r
+ \r
+ for(row=j;row<x2a;row+=2)\r
+ {\r
+ *ta =*(pa+(*cSRCPtr & 0xF));\r
+ *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF)); \r
+ cSRCPtr++;ta+=2;\r
+ }\r
+\r
+ if(row<=x2)\r
+ {\r
+ *ta++=*(pa+(*cSRCPtr & 0xF));row++;\r
+ if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));\r
+ }\r
+\r
+ ta+=xalign;\r
+ }\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 8bit texture load ..\r
+ case 1:\r
+ if(GlobalTextIL)\r
+ {\r
+ unsigned int TXV,TXU,n_xi,n_yi;\r
+\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LPTCOL(*wSRCPtr);\r
+ *(px+1)=LPTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LPTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LPTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ for(TXV=y1;TXV<=y2;TXV++)\r
+ {\r
+ for(TXU=x1;TXU<=x2;TXU++)\r
+ {\r
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );\r
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );\r
+\r
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));\r
+ }\r
+ ta+=xalign;\r
+ }\r
+\r
+ break;\r
+ }\r
+\r
+ start=((pageid-16*pmult)<<7)+524288*pmult;\r
+\r
+ cSRCPtr = psxVub + start + (y1<<11) + x1;\r
+ LineOffset = 2048 - dx;\r
+\r
+ if(dy*dx>384) // more pix? use lut\r
+ {\r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ row=64;do\r
+ {\r
+ *px =LPTCOL(*wSRCPtr);\r
+ *(px+1)=LPTCOL(*(wSRCPtr+1));\r
+ *(px+2)=LPTCOL(*(wSRCPtr+2));\r
+ *(px+3)=LPTCOL(*(wSRCPtr+3));\r
+ row--;px+=4;wSRCPtr+=4;\r
+ }\r
+ while (row);\r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);\r
+\r
+ ta+=xalign;\r
+\r
+ cSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+ }\r
+ else // small area? no lut\r
+ { \r
+ wSRCPtr=psxVuw+palstart;\r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=LPTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);\r
+\r
+ ta+=xalign;\r
+\r
+ cSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+ }\r
+ break;\r
+ //--------------------------------------------------// \r
+ // 16bit texture load ..\r
+ case 2:\r
+ start=((pageid-16*pmult)<<6)+262144*pmult;\r
+\r
+ wSRCPtr = psxVuw + start + (y1<<10) + x1;\r
+ LineOffset = 1024 - dx; \r
+\r
+ column=dy;do \r
+ {\r
+ row=dx;\r
+ do {*ta++=LPTCOL(*wSRCPtr++);row--;} while(row);\r
+\r
+ ta+=xalign;\r
+\r
+ wSRCPtr+=LineOffset;column--;\r
+ }\r
+ while(column);\r
+ break;\r
+ //--------------------------------------------------// \r
+ // others are not possible !\r
+ }\r
+\r
+ ////////////////////////////////////////////////////////\r
+\r
+ x2a=dx+xalign;\r
+\r
+ if(YTexS)\r
+ {\r
+ ta=(unsigned short *)texturepart;\r
+ pa=(unsigned short *)texturepart+x2a;\r
+ row=x2a;do {*ta++=*pa++;row--;} while(row);\r
+\r
+ pa=(unsigned short *)texturepart+dy*x2a;\r
+ ta=pa+x2a;\r
+ row=x2a;do {*ta++=*pa++;row--;} while(row);\r
+\r
+ YTexS--;\r
+ dy+=2;\r
+ }\r
+\r
+ if(XTexS)\r
+ {\r
+ ta=(unsigned short *)texturepart;\r
+ pa=ta+1;\r
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);\r
+\r
+ pa=(unsigned short *)texturepart+dx;\r
+ ta=pa+1;\r
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);\r
+\r
+ XTexS--;\r
+ dx+=2;\r
+ }\r
+\r
+ DXTexS=dx;DYTexS=dy;\r
+\r
+ if(!iFilterType) {DefineSubTextureSort();return;}\r
+ if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}\r
+ if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)\r
+ {DefineSubTextureSort();return;}\r
+\r
+ ta=(unsigned short *)texturepart;\r
+ x1=dx-1;\r
+ y1=dy-1; \r
+\r
+{\r
+ for(column=0;column<dy;column++)\r
+ {\r
+ for(row=0;row<dx;row++)\r
+ {\r
+ if(*ta==0)\r
+ {\r
+ cnt=0;\r
+\r
+ if( column && *(ta-dx) &1) scol[cnt++]=*(ta-dx);\r
+ if(row && *(ta-1) &1) scol[cnt++]=*(ta-1);\r
+ if(row!=x1 && *(ta+1) &1) scol[cnt++]=*(ta+1);\r
+ if( column!=y1 && *(ta+dx) &1) scol[cnt++]=*(ta+dx);\r
+\r
+ if(row && column && *(ta-dx-1)&1) scol[cnt++]=*(ta-dx-1);\r
+ if(row!=x1 && column && *(ta-dx+1)&1) scol[cnt++]=*(ta-dx+1);\r
+ if(row && column!=y1 && *(ta+dx-1)&1) scol[cnt++]=*(ta+dx-1);\r
+ if(row!=x1 && column!=y1 && *(ta+dx+1)&1) scol[cnt++]=*(ta+dx+1);\r
+\r
+ if(cnt)\r
+ {\r
+ r=g=b=0;\r
+ for(h=0;h<cnt;h++)\r
+ {\r
+ r+=scol[h]>>11;\r
+ g+=(scol[h]>>6)&0x1f;\r
+ b+=(scol[h]>>1)&0x1f;\r
+ }\r
+ r/=cnt;b/=cnt;g/=cnt;\r
+ *ta=(r<<11)|(g<<6)|(b<<1);\r
+ }\r
+ }\r
+ ta++;\r
+ }\r
+ }\r
+ }\r
+\r
+ DefineSubTextureSort();\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// hires texture funcs\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+\r
+#define GET_RESULT(A, B, C, D) ((A != C || A != D) - (B != C || B != D))\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define colorMask8 0x00FEFEFE\r
+#define lowPixelMask8 0x00010101\r
+#define qcolorMask8 0x00FCFCFC\r
+#define qlowpixelMask8 0x00030303\r
+\r
+\r
+#define INTERPOLATE8_02(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))\r
+\r
+#define Q_INTERPOLATE8_02(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((C&0xFF000000)==0x03000000)?0x03000000:(((D&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))\r
+\r
+#define INTERPOLATE8(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))\r
+\r
+#define Q_INTERPOLATE8(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((C&0xFF000000)==0x50000000)?0x50000000:(((D&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))\r
+\r
+void Super2xSaI_ex8_Ex(u8 *srcPtr, DWORD srcPitch,\r
+ u8 *dstBitmap, int width, int height)\r
+{\r
+ DWORD dstPitch = srcPitch * 2;\r
+ DWORD line;\r
+ DWORD *dP;\r
+ DWORD *bP;\r
+ int width2 = width*2;\r
+ int iXA,iXB,iXC,iYA,iYB,iYC,finish;\r
+ DWORD color4, color5, color6;\r
+ DWORD color1, color2, color3;\r
+ DWORD colorA0, colorA1, colorA2, colorA3,\r
+ colorB0, colorB1, colorB2, colorB3,\r
+ colorS1, colorS2;\r
+ DWORD product1a, product1b,\r
+ product2a, product2b;\r
+\r
+ line = 0;\r
+\r
+ {\r
+ for (; height; height-=1)\r
+ {\r
+ bP = (DWORD *)srcPtr;\r
+ dP = (DWORD *)(dstBitmap + line*dstPitch);\r
+ for (finish = width; finish; finish -= 1 )\r
+ {\r
+//--------------------------------------- B1 B2\r
+// 4 5 6 S2\r
+// 1 2 3 S1\r
+// A1 A2\r
+ if(finish==width) iXA=0;\r
+ else iXA=1;\r
+ if(finish>4) {iXB=1;iXC=2;}\r
+ else\r
+ if(finish>3) {iXB=1;iXC=1;}\r
+ else {iXB=0;iXC=0;}\r
+ if(line==0) iYA=0;\r
+ else iYA=width;\r
+ if(height>4) {iYB=width;iYC=width2;}\r
+ else\r
+ if(height>3) {iYB=width;iYC=width;}\r
+ else {iYB=0;iYC=0;}\r
+\r
+\r
+ colorB0 = *(bP- iYA - iXA);\r
+ colorB1 = *(bP- iYA);\r
+ colorB2 = *(bP- iYA + iXB);\r
+ colorB3 = *(bP- iYA + iXC);\r
+\r
+ color4 = *(bP - iXA);\r
+ color5 = *(bP);\r
+ color6 = *(bP + iXB);\r
+ colorS2 = *(bP + iXC);\r
+\r
+ color1 = *(bP + iYB - iXA);\r
+ color2 = *(bP + iYB);\r
+ color3 = *(bP + iYB + iXB);\r
+ colorS1= *(bP + iYB + iXC);\r
+\r
+ colorA0 = *(bP + iYC - iXA);\r
+ colorA1 = *(bP + iYC);\r
+ colorA2 = *(bP + iYC + iXB);\r
+ colorA3 = *(bP + iYC + iXC);\r
+\r
+//--------------------------------------\r
+ if (color2 == color6 && color5 != color3)\r
+ {\r
+ product2b = product1b = color2;\r
+ }\r
+ else\r
+ if (color5 == color3 && color2 != color6)\r
+ {\r
+ product2b = product1b = color5;\r
+ }\r
+ else\r
+ if (color5 == color3 && color2 == color6)\r
+ {\r
+ register int r = 0;\r
+\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));\r
+\r
+ if (r > 0)\r
+ product2b = product1b = color6;\r
+ else\r
+ if (r < 0)\r
+ product2b = product1b = color5;\r
+ else\r
+ {\r
+ product2b = product1b = INTERPOLATE8_02(color5, color6);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)\r
+ product2b = Q_INTERPOLATE8_02 (color3, color3, color3, color2);\r
+ else\r
+ if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)\r
+ product2b = Q_INTERPOLATE8_02 (color2, color2, color2, color3);\r
+ else\r
+ product2b = INTERPOLATE8_02 (color2, color3);\r
+\r
+ if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)\r
+ product1b = Q_INTERPOLATE8_02 (color6, color6, color6, color5);\r
+ else\r
+ if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)\r
+ product1b = Q_INTERPOLATE8_02 (color6, color5, color5, color5);\r
+ else\r
+ product1b = INTERPOLATE8_02 (color5, color6);\r
+ }\r
+\r
+ if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)\r
+ product2a = INTERPOLATE8_02(color2, color5);\r
+ else\r
+ if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)\r
+ product2a = INTERPOLATE8_02(color2, color5);\r
+ else\r
+ product2a = color2;\r
+\r
+ if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)\r
+ product1a = INTERPOLATE8_02(color2, color5);\r
+ else\r
+ if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)\r
+ product1a = INTERPOLATE8_02(color2, color5);\r
+ else\r
+ product1a = color5;\r
+\r
+ *dP=product1a;\r
+ *(dP+1)=product1b;\r
+ *(dP+(width2))=product2a;\r
+ *(dP+1+(width2))=product2b;\r
+\r
+ bP += 1;\r
+ dP += 2;\r
+ }//end of for ( finish= width etc..)\r
+\r
+ line += 2;\r
+ srcPtr += srcPitch;\r
+ }; //endof: for (; height; height--)\r
+ }\r
+}\r
+\r
+\r
+void Super2xSaI_ex8(u8 *srcPtr, DWORD srcPitch,\r
+ u8 *dstBitmap, int width, int height)\r
+{\r
+ DWORD dstPitch = srcPitch * 2;\r
+ DWORD line;\r
+ DWORD *dP;\r
+ DWORD *bP;\r
+ int width2 = width*2;\r
+ int iXA,iXB,iXC,iYA,iYB,iYC,finish;\r
+ DWORD color4, color5, color6;\r
+ DWORD color1, color2, color3;\r
+ DWORD colorA0, colorA1, colorA2, colorA3,\r
+ colorB0, colorB1, colorB2, colorB3,\r
+ colorS1, colorS2;\r
+ DWORD product1a, product1b,\r
+ product2a, product2b;\r
+\r
+ line = 0;\r
+\r
+ {\r
+ for (; height; height-=1)\r
+ {\r
+ bP = (DWORD *)srcPtr;\r
+ dP = (DWORD *)(dstBitmap + line*dstPitch);\r
+ for (finish = width; finish; finish -= 1 )\r
+ {\r
+//--------------------------------------- B1 B2\r
+// 4 5 6 S2\r
+// 1 2 3 S1\r
+// A1 A2\r
+ if(finish==width) iXA=0;\r
+ else iXA=1;\r
+ if(finish>4) {iXB=1;iXC=2;}\r
+ else\r
+ if(finish>3) {iXB=1;iXC=1;}\r
+ else {iXB=0;iXC=0;}\r
+ if(line==0) iYA=0;\r
+ else iYA=width;\r
+ if(height>4) {iYB=width;iYC=width2;}\r
+ else\r
+ if(height>3) {iYB=width;iYC=width;}\r
+ else {iYB=0;iYC=0;}\r
+\r
+\r
+ colorB0 = *(bP- iYA - iXA);\r
+ colorB1 = *(bP- iYA);\r
+ colorB2 = *(bP- iYA + iXB);\r
+ colorB3 = *(bP- iYA + iXC);\r
+\r
+ color4 = *(bP - iXA);\r
+ color5 = *(bP);\r
+ color6 = *(bP + iXB);\r
+ colorS2 = *(bP + iXC);\r
+\r
+ color1 = *(bP + iYB - iXA);\r
+ color2 = *(bP + iYB);\r
+ color3 = *(bP + iYB + iXB);\r
+ colorS1= *(bP + iYB + iXC);\r
+\r
+ colorA0 = *(bP + iYC - iXA);\r
+ colorA1 = *(bP + iYC);\r
+ colorA2 = *(bP + iYC + iXB);\r
+ colorA3 = *(bP + iYC + iXC);\r
+\r
+//--------------------------------------\r
+ if (color2 == color6 && color5 != color3)\r
+ {\r
+ product2b = product1b = color2;\r
+ }\r
+ else\r
+ if (color5 == color3 && color2 != color6)\r
+ {\r
+ product2b = product1b = color5;\r
+ }\r
+ else\r
+ if (color5 == color3 && color2 == color6)\r
+ {\r
+ register int r = 0;\r
+\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));\r
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));\r
+\r
+ if (r > 0)\r
+ product2b = product1b = color6;\r
+ else\r
+ if (r < 0)\r
+ product2b = product1b = color5;\r
+ else\r
+ {\r
+ product2b = product1b = INTERPOLATE8(color5, color6);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)\r
+ product2b = Q_INTERPOLATE8 (color3, color3, color3, color2);\r
+ else\r
+ if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)\r
+ product2b = Q_INTERPOLATE8 (color2, color2, color2, color3);\r
+ else\r
+ product2b = INTERPOLATE8 (color2, color3);\r
+\r
+ if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)\r
+ product1b = Q_INTERPOLATE8 (color6, color6, color6, color5);\r
+ else\r
+ if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)\r
+ product1b = Q_INTERPOLATE8 (color6, color5, color5, color5);\r
+ else\r
+ product1b = INTERPOLATE8 (color5, color6);\r
+ }\r
+\r
+ if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)\r
+ product2a = INTERPOLATE8(color2, color5);\r
+ else\r
+ if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)\r
+ product2a = INTERPOLATE8(color2, color5);\r
+ else\r
+ product2a = color2;\r
+\r
+ if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)\r
+ product1a = INTERPOLATE8(color2, color5);\r
+ else\r
+ if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)\r
+ product1a = INTERPOLATE8(color2, color5);\r
+ else\r
+ product1a = color5;\r
+\r
+ *dP=product1a;\r
+ *(dP+1)=product1b;\r
+ *(dP+(width2))=product2a;\r
+ *(dP+1+(width2))=product2b;\r
+\r
+ bP += 1;\r
+ dP += 2;\r
+ }//end of for ( finish= width etc..)\r
+\r
+ line += 2;\r
+ srcPtr += srcPitch;\r
+ }; //endof: for (; height; height--)\r
+ }\r
+}\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+#define colorMask4 0x0000EEE0\r
+#define lowPixelMask4 0x00001110\r
+#define qcolorMask4 0x0000CCC0\r
+#define qlowpixelMask4 0x00003330\r
+\r
+#define INTERPOLATE4(A, B) ((((A & colorMask4) >> 1) + ((B & colorMask4) >> 1) + (A & B & lowPixelMask4))|((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))\r
+\r
+#define Q_INTERPOLATE4(A, B, C, D) ((((A & qcolorMask4) >> 2) + ((B & qcolorMask4) >> 2) + ((C & qcolorMask4) >> 2) + ((D & qcolorMask4) >> 2) + ((((A & qlowpixelMask4) + (B & qlowpixelMask4) + (C & qlowpixelMask4) + (D & qlowpixelMask4)) >> 2) & qlowpixelMask4))| ((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((C&0x0000000F)==0x00000006)?0x00000006:(((D&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:(((C&0x0000000F)==0x00000000)?0x00000000:(((D&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))))))\r
+\r
+\r
+#define colorMask5 0x0000F7BC\r
+#define lowPixelMask5 0x00000842\r
+#define qcolorMask5 0x0000E738\r
+#define qlowpixelMask5 0x000018C6\r
+\r
+#define INTERPOLATE5(A, B) ((((A & colorMask5) >> 1) + ((B & colorMask5) >> 1) + (A & B & lowPixelMask5))|((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:0x00000001))))\r
+\r
+#define Q_INTERPOLATE5(A, B, C, D) ((((A & qcolorMask5) >> 2) + ((B & qcolorMask5) >> 2) + ((C & qcolorMask5) >> 2) + ((D & qcolorMask5) >> 2) + ((((A & qlowpixelMask5) + (B & qlowpixelMask5) + (C & qlowpixelMask5) + (D & qlowpixelMask5)) >> 2) & qlowpixelMask5))| ((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:(((C&0x00000001)==0x00000000)?0x00000000:(((D&0x00000001)==0x00000000)?0x00000000:0x00000001))))))\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// ogl texture defines\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void DefineSubTextureSortHiRes(void)\r
+{\r
+ int x,y,dx2;\r
+\r
+ if(!gTexName) \r
+ {\r
+ glGenTextures(1, &gTexName);\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+\r
+ if(iFilterType)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ }\r
+ else\r
+ { \r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ } \r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);\r
+ }\r
+ else glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS<<1, YTexS<<1,\r
+ DXTexS<<1, DYTexS<<1,\r
+ GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void DefineSubTextureSort(void)\r
+{\r
+\r
+ if(!gTexName)\r
+ {\r
+ glGenTextures(1, &gTexName);\r
+ glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);\r
+\r
+ if(iFilterType)\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+ }\r
+ else\r
+ {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);\r
+ }\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+ }\r
+ else glBindTexture(GL_TEXTURE_2D, gTexName);\r
+\r
+ glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS, YTexS,\r
+ DXTexS, DYTexS,\r
+ GL_RGBA, GL_UNSIGNED_BYTE, texturepart);\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// texture cache garbage collection\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void DoTexGarbageCollection(void)\r
+{\r
+ static unsigned short LRUCleaned=0;\r
+ unsigned short iC,iC1,iC2;\r
+ int i,j,iMax;textureSubCacheEntryS * tsb;\r
+\r
+ iC=4;//=iSortTexCnt/2,\r
+ LRUCleaned+=iC; // we clean different textures each time\r
+ if((LRUCleaned+iC)>=iSortTexCnt) LRUCleaned=0; // wrap? wrap!\r
+ iC1=LRUCleaned; // range of textures to clean\r
+ iC2=LRUCleaned+iC;\r
+\r
+ for(iC=iC1;iC<iC2;iC++) // make some textures available\r
+ {\r
+ pxSsubtexLeft[iC]->l=0;\r
+ }\r
+\r
+ for(i=0;i<3;i++) // remove all references to that textures\r
+ for(j=0;j<MAXTPAGES;j++)\r
+ for(iC=0;iC<4;iC++) // loop all texture rect info areas\r
+ {\r
+ tsb=pscSubtexStore[i][j]+(iC*SOFFB);\r
+ iMax=tsb->pos.l;\r
+ if(iMax)\r
+ do\r
+ {\r
+ tsb++;\r
+ if(tsb->cTexID>=iC1 && tsb->cTexID<iC2) // info uses the cleaned textures? remove info\r
+ tsb->ClutID=0;\r
+ } \r
+ while(--iMax);\r
+ }\r
+\r
+ usLRUTexPage=LRUCleaned;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// search cache for existing (already used) parts\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache)\r
+{\r
+ textureSubCacheEntryS * tsx, * tsb, *tsg;//, *tse=NULL;\r
+ int i,iMax;EXLong npos;\r
+ u8 cx,cy;\r
+ int iC,j,k;unsigned long rx,ry,mx,my;\r
+ EXLong * ul=0, * uls;\r
+ EXLong rfree;\r
+ u8 cXAdj,cYAdj;\r
+\r
+ npos.l=*((unsigned long *)&gl_ux[4]);\r
+\r
+ //--------------------------------------------------------------//\r
+ // find matching texturepart first... speed up...\r
+ //--------------------------------------------------------------//\r
+\r
+ tsg=pscSubtexStore[TextureMode][GlobalTexturePage];\r
+ tsg+=((GivenClutId&CLUTCHK)>>CLUTSHIFT)*SOFFB;\r
+\r
+ iMax=tsg->pos.l;\r
+ if(iMax)\r
+ {\r
+ i=iMax;\r
+ tsb=tsg+1; \r
+ do\r
+ {\r
+ if(GivenClutId==tsb->ClutID &&\r
+ (INCHECK(tsb->pos,npos)))\r
+ {\r
+ {\r
+ cx=tsb->pos.c[3]-tsb->posTX;\r
+ cy=tsb->pos.c[1]-tsb->posTY;\r
+\r
+ gl_ux[0]-=cx;\r
+ gl_ux[1]-=cx;\r
+ gl_ux[2]-=cx;\r
+ gl_ux[3]-=cx;\r
+ gl_vy[0]-=cy;\r
+ gl_vy[1]-=cy;\r
+ gl_vy[2]-=cy;\r
+ gl_vy[3]-=cy;\r
+\r
+ ubOpaqueDraw=tsb->Opaque;\r
+ *pCache=tsb->cTexID;\r
+ return NULL;\r
+ }\r
+ } \r
+ tsb++;\r
+ }\r
+ while(--i);\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+\r
+ cXAdj=1;cYAdj=1;\r
+\r
+ rx=(int)gl_ux[6]-(int)gl_ux[7];\r
+ ry=(int)gl_ux[4]-(int)gl_ux[5];\r
+\r
+ tsx=NULL;tsb=tsg+1;\r
+ for(i=0;i<iMax;i++,tsb++)\r
+ {\r
+ if(!tsb->ClutID) {tsx=tsb;break;}\r
+ }\r
+\r
+ if(!tsx) \r
+ {\r
+ iMax++;\r
+ if(iMax>=SOFFB-2) \r
+ {\r
+ if(iTexGarbageCollection) // gc mode?\r
+ {\r
+ if(*pCache==0) \r
+ {\r
+ dwTexPageComp|=(1<<GlobalTexturePage);\r
+ *pCache=0xffff;\r
+ return 0;\r
+ }\r
+\r
+ iMax--;\r
+ tsb=tsg+1;\r
+\r
+ for(i=0;i<iMax;i++,tsb++) // 1. search other slots with same cluts, and unite the area\r
+ if(GivenClutId==tsb->ClutID)\r
+ {\r
+ if(!tsx) {tsx=tsb;rfree.l=npos.l;} // \r
+ else tsb->ClutID=0;\r
+ rfree.c[3]=min(rfree.c[3],tsb->pos.c[3]);\r
+ rfree.c[2]=max(rfree.c[2],tsb->pos.c[2]);\r
+ rfree.c[1]=min(rfree.c[1],tsb->pos.c[1]);\r
+ rfree.c[0]=max(rfree.c[0],tsb->pos.c[0]);\r
+ MarkFree(tsb);\r
+ }\r
+\r
+ if(tsx) // 3. if one or more found, create a new rect with bigger size\r
+ {\r
+ *((unsigned long *)&gl_ux[4])=npos.l=rfree.l;\r
+ rx=(int)rfree.c[2]-(int)rfree.c[3];\r
+ ry=(int)rfree.c[0]-(int)rfree.c[1];\r
+ DoTexGarbageCollection();\r
+ \r
+ goto ENDLOOP3;\r
+ }\r
+ }\r
+\r
+ iMax=1;\r
+ }\r
+ tsx=tsg+iMax;\r
+ tsg->pos.l=iMax;\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+ // now get a free texture space\r
+ //----------------------------------------------------//\r
+\r
+ if(iTexGarbageCollection) usLRUTexPage=0;\r
+\r
+ENDLOOP3:\r
+\r
+ rx+=3;if(rx>255) {cXAdj=0;rx=255;}\r
+ ry+=3;if(ry>255) {cYAdj=0;ry=255;}\r
+\r
+ iC=usLRUTexPage;\r
+\r
+ for(k=0;k<iSortTexCnt;k++)\r
+ {\r
+ uls=pxSsubtexLeft[iC];\r
+ iMax=uls->l;ul=uls+1;\r
+\r
+ //--------------------------------------------------//\r
+ // first time\r
+\r
+ if(!iMax) \r
+ {\r
+ rfree.l=0;\r
+\r
+ if(rx>252 && ry>252)\r
+ {uls->l=1;ul->l=0xffffffff;ul=0;goto ENDLOOP;}\r
+\r
+ if(rx<253)\r
+ {\r
+ uls->l=uls->l+1;\r
+ ul->c[3]=rx;\r
+ ul->c[2]=255-rx;\r
+ ul->c[1]=0;\r
+ ul->c[0]=ry;\r
+ ul++;\r
+ }\r
+\r
+ if(ry<253)\r
+ {\r
+ uls->l=uls->l+1; \r
+ ul->c[3]=0;\r
+ ul->c[2]=255;\r
+ ul->c[1]=ry;\r
+ ul->c[0]=255-ry;\r
+ }\r
+ ul=0;\r
+ goto ENDLOOP;\r
+ }\r
+ \r
+ //--------------------------------------------------//\r
+ for(i=0;i<iMax;i++,ul++)\r
+ {\r
+ if(ul->l!=0xffffffff && \r
+ ry<=ul->c[0] && \r
+ rx<=ul->c[2])\r
+ {\r
+ rfree=*ul;\r
+ mx=ul->c[2]-2;\r
+ my=ul->c[0]-2;\r
+ if(rx<mx && ry<my)\r
+ {\r
+ ul->c[3]+=rx;\r
+ ul->c[2]-=rx;\r
+ ul->c[0]=ry;\r
+\r
+ for(ul=uls+1,j=0;j<iMax;j++,ul++)\r
+ if(ul->l==0xffffffff) break;\r
+ \r
+ if(j<CSUBSIZE-2)\r
+ {\r
+ if(j==iMax) uls->l=uls->l+1;\r
+\r
+ ul->c[3]=rfree.c[3];\r
+ ul->c[2]=rfree.c[2];\r
+ ul->c[1]=rfree.c[1]+ry;\r
+ ul->c[0]=rfree.c[0]-ry;\r
+ }\r
+ }\r
+ else if(rx<mx)\r
+ {\r
+ ul->c[3]+=rx;\r
+ ul->c[2]-=rx;\r
+ }\r
+ else if(ry<my)\r
+ {\r
+ ul->c[1]+=ry;\r
+ ul->c[0]-=ry;\r
+ }\r
+ else\r
+ {\r
+ ul->l=0xffffffff;\r
+ }\r
+ ul=0;\r
+ goto ENDLOOP;\r
+ }\r
+ }\r
+\r
+ //--------------------------------------------------//\r
+\r
+ iC++; if(iC>=iSortTexCnt) iC=0;\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+ // check, if free space got\r
+ //----------------------------------------------------//\r
+\r
+ENDLOOP:\r
+ if(ul)\r
+ {\r
+ //////////////////////////////////////////////////////\r
+\r
+ {\r
+ dwTexPageComp=0;\r
+\r
+ for(i=0;i<3;i++) // cleaning up\r
+ for(j=0;j<MAXTPAGES;j++)\r
+ {\r
+ tsb=pscSubtexStore[i][j];\r
+ (tsb+SOFFA)->pos.l=0;\r
+ (tsb+SOFFB)->pos.l=0;\r
+ (tsb+SOFFC)->pos.l=0;\r
+ (tsb+SOFFD)->pos.l=0;\r
+ }\r
+ for(i=0;i<iSortTexCnt;i++)\r
+ {ul=pxSsubtexLeft[i];ul->l=0;}\r
+ usLRUTexPage=0;\r
+ }\r
+\r
+ //////////////////////////////////////////////////////\r
+ iC=usLRUTexPage;\r
+ uls=pxSsubtexLeft[usLRUTexPage];\r
+ uls->l=0;ul=uls+1;\r
+ rfree.l=0;\r
+\r
+ if(rx>252 && ry>252)\r
+ {uls->l=1;ul->l=0xffffffff;}\r
+ else\r
+ {\r
+ if(rx<253)\r
+ {\r
+ uls->l=uls->l+1;\r
+ ul->c[3]=rx;\r
+ ul->c[2]=255-rx;\r
+ ul->c[1]=0;\r
+ ul->c[0]=ry;\r
+ ul++;\r
+ }\r
+ if(ry<253)\r
+ {\r
+ uls->l=uls->l+1; \r
+ ul->c[3]=0;\r
+ ul->c[2]=255;\r
+ ul->c[1]=ry;\r
+ ul->c[0]=255-ry;\r
+ }\r
+ }\r
+ tsg->pos.l=1;tsx=tsg+1;\r
+ }\r
+\r
+ rfree.c[3]+=cXAdj;\r
+ rfree.c[1]+=cYAdj;\r
+\r
+ tsx->cTexID =*pCache=iC;\r
+ tsx->pos = npos;\r
+ tsx->ClutID = GivenClutId;\r
+ tsx->posTX = rfree.c[3];\r
+ tsx->posTY = rfree.c[1];\r
+\r
+ cx=gl_ux[7]-rfree.c[3];\r
+ cy=gl_ux[5]-rfree.c[1];\r
+\r
+ gl_ux[0]-=cx;\r
+ gl_ux[1]-=cx;\r
+ gl_ux[2]-=cx;\r
+ gl_ux[3]-=cx;\r
+ gl_vy[0]-=cy;\r
+ gl_vy[1]-=cy;\r
+ gl_vy[2]-=cy;\r
+ gl_vy[3]-=cy;\r
+\r
+ XTexS=rfree.c[3];\r
+ YTexS=rfree.c[1];\r
+\r
+ return &tsx->Opaque;\r
+}\r
+ \r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// search cache for free place (on compress)\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+BOOL GetCompressTexturePlace(textureSubCacheEntryS * tsx)\r
+{\r
+ int i,j,k,iMax,iC;unsigned long rx,ry,mx,my;\r
+ EXLong * ul=0, * uls, rfree;\r
+ u8 cXAdj=1,cYAdj=1;\r
+\r
+ rx=(int)tsx->pos.c[2]-(int)tsx->pos.c[3];\r
+ ry=(int)tsx->pos.c[0]-(int)tsx->pos.c[1];\r
+\r
+ rx+=3;if(rx>255) {cXAdj=0;rx=255;}\r
+ ry+=3;if(ry>255) {cYAdj=0;ry=255;}\r
+\r
+ iC=usLRUTexPage;\r
+\r
+ for(k=0;k<iSortTexCnt;k++)\r
+ {\r
+ uls=pxSsubtexLeft[iC];\r
+ iMax=uls->l;ul=uls+1;\r
+\r
+ //--------------------------------------------------//\r
+ // first time\r
+\r
+ if(!iMax)\r
+ {\r
+ rfree.l=0;\r
+\r
+ if(rx>252 && ry>252)\r
+ {uls->l=1;ul->l=0xffffffff;ul=0;goto TENDLOOP;}\r
+\r
+ if(rx<253)\r
+ {\r
+ uls->l=uls->l+1;\r
+ ul->c[3]=rx;\r
+ ul->c[2]=255-rx;\r
+ ul->c[1]=0;\r
+ ul->c[0]=ry;\r
+ ul++;\r
+ }\r
+\r
+ if(ry<253)\r
+ {\r
+ uls->l=uls->l+1;\r
+ ul->c[3]=0;\r
+ ul->c[2]=255;\r
+ ul->c[1]=ry;\r
+ ul->c[0]=255-ry;\r
+ }\r
+ ul=0;\r
+ goto TENDLOOP;\r
+ }\r
+\r
+ //--------------------------------------------------//\r
+ for(i=0;i<iMax;i++,ul++)\r
+ {\r
+ if(ul->l!=0xffffffff &&\r
+ ry<=ul->c[0] &&\r
+ rx<=ul->c[2])\r
+ {\r
+ rfree=*ul;\r
+ mx=ul->c[2]-2;\r
+ my=ul->c[0]-2;\r
+\r
+ if(rx<mx && ry<my)\r
+ {\r
+ ul->c[3]+=rx;\r
+ ul->c[2]-=rx;\r
+ ul->c[0]=ry;\r
+\r
+ for(ul=uls+1,j=0;j<iMax;j++,ul++)\r
+ if(ul->l==0xffffffff) break;\r
+\r
+ if(j<CSUBSIZE-2)\r
+ {\r
+ if(j==iMax) uls->l=uls->l+1;\r
+\r
+ ul->c[3]=rfree.c[3];\r
+ ul->c[2]=rfree.c[2];\r
+ ul->c[1]=rfree.c[1]+ry;\r
+ ul->c[0]=rfree.c[0]-ry;\r
+ }\r
+ }\r
+ else if(rx<mx)\r
+ {\r
+ ul->c[3]+=rx;\r
+ ul->c[2]-=rx;\r
+ }\r
+ else if(ry<my)\r
+ {\r
+ ul->c[1]+=ry;\r
+ ul->c[0]-=ry;\r
+ }\r
+ else\r
+ {\r
+ ul->l=0xffffffff;\r
+ }\r
+ ul=0;\r
+ goto TENDLOOP;\r
+ }\r
+ }\r
+\r
+ //--------------------------------------------------//\r
+\r
+ iC++; if(iC>=iSortTexCnt) iC=0;\r
+ }\r
+\r
+ //----------------------------------------------------//\r
+ // check, if free space got\r
+ //----------------------------------------------------//\r
+\r
+TENDLOOP:\r
+ if(ul) return FALSE;\r
+\r
+ rfree.c[3]+=cXAdj;\r
+ rfree.c[1]+=cYAdj;\r
+\r
+ tsx->cTexID = iC;\r
+ tsx->posTX = rfree.c[3];\r
+ tsx->posTY = rfree.c[1];\r
+\r
+ XTexS=rfree.c[3];\r
+ YTexS=rfree.c[1];\r
+\r
+ return TRUE;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// compress texture cache (to make place for new texture part, if needed)\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void CompressTextureSpace(void)\r
+{\r
+ textureSubCacheEntryS * tsx, * tsg, * tsb;\r
+ int i,j,k,m,n,iMax;EXLong * ul, r,opos;\r
+ short sOldDST=DrawSemiTrans,cx,cy;\r
+ long lOGTP=GlobalTexturePage;\r
+ unsigned long l,row;\r
+ unsigned long * lSRCPtr;\r
+\r
+ opos.l=*((unsigned long *)&gl_ux[4]);\r
+\r
+ // 1. mark all textures as free\r
+ for(i=0;i<iSortTexCnt;i++)\r
+ {ul=pxSsubtexLeft[i];ul->l=0;}\r
+ usLRUTexPage=0;\r
+\r
+ // 2. compress\r
+ for(j=0;j<3;j++)\r
+ {\r
+ for(k=0;k<MAXTPAGES;k++)\r
+ {\r
+ tsg=pscSubtexStore[j][k];\r
+\r
+ if((!(dwTexPageComp&(1<<k))))\r
+ {\r
+ (tsg+SOFFA)->pos.l=0;\r
+ (tsg+SOFFB)->pos.l=0;\r
+ (tsg+SOFFC)->pos.l=0;\r
+ (tsg+SOFFD)->pos.l=0;\r
+ continue;\r
+ }\r
+\r
+ for(m=0;m<4;m++,tsg+=SOFFB)\r
+ {\r
+ iMax=tsg->pos.l;\r
+\r
+ tsx=tsg+1;\r
+ for(i=0;i<iMax;i++,tsx++)\r
+ {\r
+ if(tsx->ClutID)\r
+ {\r
+ r.l=tsx->pos.l;\r
+ for(n=i+1,tsb=tsx+1;n<iMax;n++,tsb++)\r
+ {\r
+ if(tsx->ClutID==tsb->ClutID)\r
+ {\r
+ r.c[3]=min(r.c[3],tsb->pos.c[3]);\r
+ r.c[2]=max(r.c[2],tsb->pos.c[2]);\r
+ r.c[1]=min(r.c[1],tsb->pos.c[1]);\r
+ r.c[0]=max(r.c[0],tsb->pos.c[0]);\r
+ tsb->ClutID=0;\r
+ }\r
+ }\r
+\r
+// if(r.l!=tsx->pos.l)\r
+ {\r
+ cx=((tsx->ClutID << 4) & 0x3F0); \r
+ cy=((tsx->ClutID >> 6) & CLUTYMASK);\r
+\r
+ if(j!=2)\r
+ {\r
+ // palette check sum\r
+ l=0;lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));\r
+ if(j==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;\r
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;\r
+ l=((l+HIWORD(l))&0x3fffL)<<16;\r
+ if(l!=(tsx->ClutID&(0x00003fff<<16)))\r
+ {\r
+ tsx->ClutID=0;continue;\r
+ }\r
+ }\r
+\r
+ tsx->pos.l=r.l;\r
+ if(!GetCompressTexturePlace(tsx)) // no place?\r
+ {\r
+ for(i=0;i<3;i++) // -> clean up everything\r
+ for(j=0;j<MAXTPAGES;j++)\r
+ {\r
+ tsb=pscSubtexStore[i][j];\r
+ (tsb+SOFFA)->pos.l=0;\r
+ (tsb+SOFFB)->pos.l=0;\r
+ (tsb+SOFFC)->pos.l=0;\r
+ (tsb+SOFFD)->pos.l=0;\r
+ }\r
+ for(i=0;i<iSortTexCnt;i++)\r
+ {ul=pxSsubtexLeft[i];ul->l=0;}\r
+ usLRUTexPage=0;\r
+ DrawSemiTrans=sOldDST;\r
+ GlobalTexturePage=lOGTP;\r
+ *((unsigned long *)&gl_ux[4])=opos.l;\r
+ dwTexPageComp=0;\r
+\r
+ return;\r
+ }\r
+\r
+ if(tsx->ClutID&(1<<30)) DrawSemiTrans=1;\r
+ else DrawSemiTrans=0;\r
+ *((unsigned long *)&gl_ux[4])=r.l;\r
+ \r
+ gTexName=uiStexturePage[tsx->cTexID];\r
+ LoadSubTexFn(k,j,cx,cy);\r
+ uiStexturePage[tsx->cTexID]=gTexName;\r
+ tsx->Opaque=ubOpaqueDraw;\r
+ }\r
+ }\r
+ }\r
+\r
+ if(iMax) \r
+ {\r
+ tsx=tsg+iMax;\r
+ while(!tsx->ClutID && iMax) {tsx--;iMax--;}\r
+ tsg->pos.l=iMax;\r
+ }\r
+\r
+ } \r
+ }\r
+ }\r
+\r
+ if(dwTexPageComp==0xffffffff) dwTexPageComp=0;\r
+\r
+ *((unsigned long *)&gl_ux[4])=opos.l;\r
+ GlobalTexturePage=lOGTP;\r
+ DrawSemiTrans=sOldDST;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// main entry for searching/creating textures, called from prim.c\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId) \r
+{\r
+ u8 * OPtr;unsigned short iCache;short cx,cy;\r
+\r
+ // sort sow/tow infos for fast access\r
+\r
+ u8 ma1,ma2,mi1,mi2;\r
+ if(gl_ux[0]>gl_ux[1]) {mi1=gl_ux[1];ma1=gl_ux[0];}\r
+ else {mi1=gl_ux[0];ma1=gl_ux[1];}\r
+ if(gl_ux[2]>gl_ux[3]) {mi2=gl_ux[3];ma2=gl_ux[2];}\r
+ else {mi2=gl_ux[2];ma2=gl_ux[3];}\r
+ if(mi1>mi2) gl_ux[7]=mi2; \r
+ else gl_ux[7]=mi1;\r
+ if(ma1>ma2) gl_ux[6]=ma1; \r
+ else gl_ux[6]=ma2;\r
+\r
+ if(gl_vy[0]>gl_vy[1]) {mi1=gl_vy[1];ma1=gl_vy[0];}\r
+ else {mi1=gl_vy[0];ma1=gl_vy[1];}\r
+ if(gl_vy[2]>gl_vy[3]) {mi2=gl_vy[3];ma2=gl_vy[2];}\r
+ else {mi2=gl_vy[2];ma2=gl_vy[3];}\r
+ if(mi1>mi2) gl_ux[5]=mi2; \r
+ else gl_ux[5]=mi1;\r
+ if(ma1>ma2) gl_ux[4]=ma1; \r
+ else gl_ux[4]=ma2;\r
+\r
+ // get clut infos in one 32 bit val\r
+\r
+ if(TextureMode==2) // no clut here\r
+ {\r
+ GivenClutId=CLUTUSED|(DrawSemiTrans<<30);cx=cy=0;\r
+ \r
+ if(iFrameTexType && Fake15BitTexture()) \r
+ return (GLuint)gTexName;\r
+ } \r
+ else \r
+ {\r
+ cx=((GivenClutId << 4) & 0x3F0); // but here\r
+ cy=((GivenClutId >> 6) & CLUTYMASK);\r
+ GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30)|CLUTUSED;\r
+\r
+ // palette check sum.. removed MMX asm, this easy func works as well\r
+ {\r
+ unsigned long l=0,row;\r
+\r
+ unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));\r
+ if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;\r
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;\r
+ l=(l+HIWORD(l))&0x3fffL;\r
+ GivenClutId|=(l<<16);\r
+ }\r
+\r
+ }\r
+\r
+ // search cache\r
+ iCache=0;\r
+ OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);\r
+\r
+ // cache full? compress and try again\r
+ if(iCache==0xffff)\r
+ {\r
+ CompressTextureSpace();\r
+ OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);\r
+ }\r
+\r
+ // found? fine\r
+ usLRUTexPage=iCache;\r
+ if(!OPtr) return uiStexturePage[iCache];\r
+\r
+ // not found? upload texture and store infos in cache\r
+ gTexName=uiStexturePage[iCache];\r
+ LoadSubTexFn(GlobalTexturePage,TextureMode,cx,cy);\r
+ uiStexturePage[iCache]=gTexName;\r
+ *OPtr=ubOpaqueDraw;\r
+ return (GLuint) gTexName;\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
+/////////////////////////////////////////////////////////////////////////////\r
--- /dev/null
+/***************************************************************************\r
+ texture.h - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+//*************************************************************************// \r
+// History of changes:\r
+//\r
+// 2009/03/08 - Pete \r
+// - generic cleanup for the Peops release\r
+//\r
+//*************************************************************************// \r
+\r
+#ifndef _GPU_TEXTURE_H_\r
+#define _GPU_TEXTURE_H_\r
+\r
+#ifdef __cplusplus\r
+extern "C" {\r
+#endif\r
+\r
+\r
+#define TEXTUREPAGESIZE 256*256\r
+\r
+void InitializeTextureStore();\r
+void CleanupTextureStore();\r
+GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId);\r
+GLuint LoadTextureMovie(void);\r
+void InvalidateTextureArea(long imageX0,long imageY0,long imageX1,long imageY1);\r
+void InvalidateTextureAreaEx(void);\r
+void LoadTexturePage(int pageid, int mode, short cx, short cy);\r
+void ResetTextureArea(BOOL bDelTex);\r
+GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId);\r
+void CheckTextureMemory(void);\r
+\r
+\r
+void LoadSubTexturePage(int pageid, int mode, short cx, short cy);\r
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);\r
+void LoadPackedSubTexturePage(int pageid, int mode, short cx, short cy);\r
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);\r
+unsigned long XP8RGBA(unsigned long BGR);\r
+unsigned long XP8RGBAEx(unsigned long BGR);\r
+unsigned long XP8RGBA_0(unsigned long BGR);\r
+unsigned long XP8RGBAEx_0(unsigned long BGR);\r
+unsigned long XP8BGRA_0(unsigned long BGR);\r
+unsigned long XP8BGRAEx_0(unsigned long BGR);\r
+unsigned long XP8RGBA_1(unsigned long BGR);\r
+unsigned long XP8RGBAEx_1(unsigned long BGR);\r
+unsigned long XP8BGRA_1(unsigned long BGR);\r
+unsigned long XP8BGRAEx_1(unsigned long BGR);\r
+unsigned long P8RGBA(unsigned long BGR);\r
+unsigned long P8BGRA(unsigned long BGR);\r
+unsigned long CP8RGBA_0(unsigned long BGR);\r
+unsigned long CP8RGBAEx_0(unsigned long BGR);\r
+unsigned long CP8BGRA_0(unsigned long BGR);\r
+unsigned long CP8BGRAEx_0(unsigned long BGR);\r
+unsigned long CP8RGBA(unsigned long BGR);\r
+unsigned long CP8RGBAEx(unsigned long BGR);\r
+unsigned short XP5RGBA (unsigned short BGR);\r
+unsigned short XP5RGBA_0 (unsigned short BGR);\r
+unsigned short XP5RGBA_1 (unsigned short BGR);\r
+unsigned short P5RGBA (unsigned short BGR);\r
+unsigned short CP5RGBA_0 (unsigned short BGR);\r
+unsigned short XP4RGBA (unsigned short BGR);\r
+unsigned short XP4RGBA_0 (unsigned short BGR);\r
+unsigned short XP4RGBA_1 (unsigned short BGR);\r
+unsigned short P4RGBA (unsigned short BGR);\r
+unsigned short CP4RGBA_0 (unsigned short BGR);\r
+\r
+#ifdef __cplusplus\r
+}\r
+#endif\r
+\r
+\r
+#endif // _TEXTURE_H_\r