gpulib: yet another frameskip hack
[pcsx_rearmed.git] / plugins / gpu-gles / gpulib_if.c
CommitLineData
7890a708 1/***************************************************************************
2 begin : Sun Mar 08 2009
3 copyright : (C) 1999-2009 by Pete Bernert
4 email : BlackDove@addcom.de
5
6 PCSX rearmed rework (C) notaz, 2012
7 ***************************************************************************/
8
9/***************************************************************************
10 * *
11 * This program is free software; you can redistribute it and/or modify *
12 * it under the terms of the GNU General Public License as published by *
13 * the Free Software Foundation; either version 2 of the License, or *
14 * (at your option) any later version. See also the license.txt file for *
15 * additional informations. *
16 * *
17 ***************************************************************************/
18
19#include "gpuDraw.c"
20#include "gpuTexture.c"
21#include "gpuPrim.c"
0cc470cd 22#include "hud.c"
7890a708 23
24static const short dispWidths[8] = {256,320,512,640,368,384,512,640};
25short g_m1,g_m2,g_m3;
26short DrawSemiTrans;
27
28short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords
29long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
30long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
31
32unsigned long dwGPUVersion;
33int iGPUHeight=512;
34int iGPUHeightMask=511;
35int GlobalTextIL;
36
37unsigned char *psxVub;
38unsigned short *psxVuw;
39
40GLfloat gl_z=0.0f;
41BOOL bNeedInterlaceUpdate;
42BOOL bNeedRGB24Update;
43BOOL bChangeWinMode;
44long lGPUstatusRet;
45unsigned long ulGPUInfoVals[16];
46VRAMLoad_t VRAMWrite;
47VRAMLoad_t VRAMRead;
48int iDataWriteMode;
49int iDataReadMode;
50
51long lClearOnSwap;
52long lClearOnSwapColor;
53BOOL bSkipNextFrame;
54
55PSXDisplay_t PSXDisplay;
56PSXDisplay_t PreviousPSXDisplay;
57TWin_t TWin;
58BOOL bDisplayNotSet;
59BOOL bNeedWriteUpload;
60int iLastRGB24;
61
62// don't do GL vram read
63void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
64{
65}
66
67void CheckVRamReadEx(int x, int y, int dx, int dy)
68{
69}
70
71void SetFixes(void)
72{
73}
74
75static void PaintBlackBorders(void)
76{
77 short s;
78 glDisable(GL_SCISSOR_TEST); glError();
79 if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
80 if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
81 if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
82 glDisable(GL_ALPHA_TEST); glError();
83
84 glEnable(GL_ALPHA_TEST); glError();
85 glEnable(GL_SCISSOR_TEST); glError();
86}
87
0cc470cd 88static void fps_update(void);
89
7890a708 90void updateDisplay(void)
91{
92 bFakeFrontBuffer=FALSE;
93 bRenderFrontBuffer=FALSE;
94
95 if(PSXDisplay.RGB24)// && !bNeedUploadAfter) // (mdec) upload wanted?
96 {
97 PrepareFullScreenUpload(-1);
98 UploadScreen(PSXDisplay.Interlaced); // -> upload whole screen from psx vram
99 bNeedUploadTest=FALSE;
100 bNeedInterlaceUpdate=FALSE;
101 bNeedUploadAfter=FALSE;
102 bNeedRGB24Update=FALSE;
103 }
104 else
105 if(bNeedInterlaceUpdate) // smaller upload?
106 {
107 bNeedInterlaceUpdate=FALSE;
108 xrUploadArea=xrUploadAreaIL; // -> upload this rect
109 UploadScreen(TRUE);
110 }
111
112 if(dwActFixes&512) bCheckFF9G4(NULL); // special game fix for FF9
113
114 if(PSXDisplay.Disabled) // display disabled?
115 {
116 // moved here
117 glDisable(GL_SCISSOR_TEST); glError();
118 glClearColor(0,0,0,128); glError(); // -> clear whole backbuffer
119 glClear(uiBufferBits); glError();
120 glEnable(GL_SCISSOR_TEST); glError();
121 gl_z=0.0f;
122 bDisplayNotSet = TRUE;
123 }
124
125 if(iDrawnSomething)
0cc470cd 126 {
127 fps_update();
7890a708 128 eglSwapBuffers(display, surface);
0cc470cd 129 iDrawnSomething=0;
130 }
7890a708 131
132 if(lClearOnSwap) // clear buffer after swap?
133 {
134 GLclampf g,b,r;
135
136 if(bDisplayNotSet) // -> set new vals
137 SetOGLDisplaySettings(1);
138
139 g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f; // -> get col
140 b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
141 r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
142 glDisable(GL_SCISSOR_TEST); glError();
143 glClearColor(r,g,b,128); glError(); // -> clear
144 glClear(uiBufferBits); glError();
145 glEnable(GL_SCISSOR_TEST); glError();
146 lClearOnSwap=0; // -> done
147 }
148 else
149 {
150 if(iZBufferDepth) // clear zbuffer as well (if activated)
151 {
152 glDisable(GL_SCISSOR_TEST); glError();
153 glClear(GL_DEPTH_BUFFER_BIT); glError();
154 glEnable(GL_SCISSOR_TEST); glError();
155 }
156 }
157 gl_z=0.0f;
158
159 // additional uploads immediatly after swapping
160 if(bNeedUploadAfter) // upload wanted?
161 {
162 bNeedUploadAfter=FALSE;
163 bNeedUploadTest=FALSE;
164 UploadScreen(-1); // -> upload
165 }
166
167 if(bNeedUploadTest)
168 {
169 bNeedUploadTest=FALSE;
170 if(PSXDisplay.InterlacedTest &&
171 //iOffscreenDrawing>2 &&
172 PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
173 PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
174 PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
175 PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
176 {
177 PrepareFullScreenUpload(TRUE);
178 UploadScreen(TRUE);
179 }
180 }
181}
182
183void updateFrontDisplay(void)
184{
185 if(PreviousPSXDisplay.Range.x0||
186 PreviousPSXDisplay.Range.y0)
187 PaintBlackBorders();
188
189 bFakeFrontBuffer=FALSE;
190 bRenderFrontBuffer=FALSE;
191
192 if(iDrawnSomething) // linux:
193 eglSwapBuffers(display, surface);
194}
195
196static void ChangeDispOffsetsX(void) // CENTER X
197{
198long lx,l;short sO;
199
200if(!PSXDisplay.Range.x1) return; // some range given?
201
202l=PSXDisplay.DisplayMode.x;
203
204l*=(long)PSXDisplay.Range.x1; // some funky calculation
205l/=2560;lx=l;l&=0xfffffff8;
206
207if(l==PreviousPSXDisplay.Range.x1) return; // some change?
208
209sO=PreviousPSXDisplay.Range.x0; // store old
210
211if(lx>=PSXDisplay.DisplayMode.x) // range bigger?
212 {
213 PreviousPSXDisplay.Range.x1= // -> take display width
214 PSXDisplay.DisplayMode.x;
215 PreviousPSXDisplay.Range.x0=0; // -> start pos is 0
216 }
217else // range smaller? center it
218 {
219 PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned)
220 PreviousPSXDisplay.Range.x0= // -> calc start pos
221 (PSXDisplay.Range.x0-500)/8;
222 if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet
223 PreviousPSXDisplay.Range.x0=0;
224
225 if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much
226 PSXDisplay.DisplayMode.x)
227 {
228 PreviousPSXDisplay.Range.x0= // -> adjust start
229 PSXDisplay.DisplayMode.x-lx;
230 PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width
231 }
232 }
233
234if(sO!=PreviousPSXDisplay.Range.x0) // something changed?
235 {
236 bDisplayNotSet=TRUE; // -> recalc display stuff
237 }
238}
239
240////////////////////////////////////////////////////////////////////////
241
242static void ChangeDispOffsetsY(void) // CENTER Y
243{
244int iT;short sO; // store previous y size
245
246if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC
247
248if(PSXDisplay.Range.y0>=iT) // crossed the security line? :)
249 {
250 PreviousPSXDisplay.Range.y1= // -> store width
251 PSXDisplay.DisplayModeNew.y;
252
253 sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset
254 if(sO<0) sO=0;
255
256 PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too
257 }
258else sO=0; // else no offset
259
260if(sO!=PreviousPSXDisplay.Range.y0) // something changed?
261 {
262 PreviousPSXDisplay.Range.y0=sO;
263 bDisplayNotSet=TRUE; // -> recalc display stuff
264 }
265}
266
267static void updateDisplayIfChanged(void)
268{
269BOOL bUp;
270
271if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) &&
272 (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
273 {
274 if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) &&
275 (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew))
276 return; // nothing has changed? fine, no swap buffer needed
277 }
278else // some res change?
279 {
280 glLoadIdentity(); glError();
281 glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
282 PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
283 if(bKeepRatio) SetAspectRatio();
284 }
285
286bDisplayNotSet = TRUE; // re-calc offsets/display area
287
288bUp=FALSE;
289if(PSXDisplay.RGB24!=PSXDisplay.RGB24New) // clean up textures, if rgb mode change (usually mdec on/off)
290 {
291 PreviousPSXDisplay.RGB24=0; // no full 24 frame uploaded yet
292 ResetTextureArea(FALSE);
293 bUp=TRUE;
294 }
295
296PSXDisplay.RGB24 = PSXDisplay.RGB24New; // get new infos
297PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
298PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
299PSXDisplay.Interlaced = PSXDisplay.InterlacedNew;
300
301PSXDisplay.DisplayEnd.x= // calc new ends
302 PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
303PSXDisplay.DisplayEnd.y=
304 PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
305PreviousPSXDisplay.DisplayEnd.x=
306 PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
307PreviousPSXDisplay.DisplayEnd.y=
308 PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
309
310ChangeDispOffsetsX();
311if(bUp) updateDisplay(); // yeah, real update (swap buffer)
312}
313
314#define GPUwriteStatus_ext GPUwriteStatus_ext // for gpulib to see this
315void GPUwriteStatus_ext(unsigned long gdata)
316{
317switch((gdata>>24)&0xff)
318 {
319 case 0x00:
320 PSXDisplay.Disabled=1;
321 PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
322 drawX=drawY=0;drawW=drawH=0;
323 sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
324 usMirror=0;
325 GlobalTextAddrX=0;GlobalTextAddrY=0;
326 GlobalTextTP=0;GlobalTextABR=0;
327 PSXDisplay.RGB24=FALSE;
328 PSXDisplay.Interlaced=FALSE;
329 bUsingTWin = FALSE;
330 return;
331
332 case 0x03:
333 PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
334 PSXDisplay.Disabled = (gdata & 1);
335
336 if (iOffscreenDrawing==4 &&
337 PreviousPSXDisplay.Disabled &&
338 !(PSXDisplay.Disabled))
339 {
340
341 if(!PSXDisplay.RGB24)
342 {
343 PrepareFullScreenUpload(TRUE);
344 UploadScreen(TRUE);
345 updateDisplay();
346 }
347 }
348 return;
349
350 case 0x05:
351 {
352 short sx=(short)(gdata & 0x3ff);
353 short sy;
354
355 sy = (short)((gdata>>10)&0x3ff); // really: 0x1ff, but we adjust it later
356 if (sy & 0x200)
357 {
358 sy|=0xfc00;
359 PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
360 sy=0;
361 }
362 else PreviousPSXDisplay.DisplayModeNew.y=0;
363
364 if(sx>1000) sx=0;
365
366 if(dwActFixes&8)
367 {
368 if((!PSXDisplay.Interlaced) &&
369 PreviousPSXDisplay.DisplayPosition.x == sx &&
370 PreviousPSXDisplay.DisplayPosition.y == sy)
371 return;
372
373 PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
374 PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
375 PreviousPSXDisplay.DisplayPosition.x = sx;
376 PreviousPSXDisplay.DisplayPosition.y = sy;
377 }
378 else
379 {
380 if((!PSXDisplay.Interlaced) &&
381 PSXDisplay.DisplayPosition.x == sx &&
382 PSXDisplay.DisplayPosition.y == sy)
383 return;
384 PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
385 PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
386 PSXDisplay.DisplayPosition.x = sx;
387 PSXDisplay.DisplayPosition.y = sy;
388 }
389
390 PSXDisplay.DisplayEnd.x=
391 PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
392 PSXDisplay.DisplayEnd.y=
393 PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
394
395 PreviousPSXDisplay.DisplayEnd.x=
396 PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
397 PreviousPSXDisplay.DisplayEnd.y=
398 PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
399
400 bDisplayNotSet = TRUE;
401
402 if (!(PSXDisplay.Interlaced))
403 {
404 updateDisplay();
405 }
406 else
407 if(PSXDisplay.InterlacedTest &&
408 ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
409 (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
410 PSXDisplay.InterlacedTest--;
411 return;
412 }
413
414 case 0x06:
415 PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
416 PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
417
418 PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
419
420 ChangeDispOffsetsX();
421 return;
422
423 case 0x07:
424 PreviousPSXDisplay.Height = PSXDisplay.Height;
425
426 PSXDisplay.Range.y0=gdata & 0x3ff;
427 PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;
428
429 PSXDisplay.Height = PSXDisplay.Range.y1 -
430 PSXDisplay.Range.y0 +
431 PreviousPSXDisplay.DisplayModeNew.y;
432
433 if (PreviousPSXDisplay.Height != PSXDisplay.Height)
434 {
435 PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
436 ChangeDispOffsetsY();
437 updateDisplayIfChanged();
438 }
439 return;
440
441 case 0x08:
442 PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];
443
444 if (gdata&0x04) PSXDisplay.Double=2;
445 else PSXDisplay.Double=1;
446 PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;
447
448 ChangeDispOffsetsY();
449
450 PSXDisplay.PAL = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
451 PSXDisplay.RGB24New = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
452 PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace
453
454 PreviousPSXDisplay.InterlacedNew=FALSE;
455 if (PSXDisplay.InterlacedNew)
456 {
457 if(!PSXDisplay.Interlaced)
458 {
459 PSXDisplay.InterlacedTest=2;
460 PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
461 PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
462 PreviousPSXDisplay.InterlacedNew=TRUE;
463 }
464 }
465 else
466 {
467 PSXDisplay.InterlacedTest=0;
468 }
469 updateDisplayIfChanged();
470 return;
471 }
472}
473
474/////////////////////////////////////////////////////////////////////////////
475
476#include <stdint.h>
477
478#include "../gpulib/gpu.c"
479
480static int is_opened;
481
482int renderer_init(void)
483{
484 psxVub=(void *)gpu.vram;
485 psxVuw=(unsigned short *)psxVub;
486
487 PSXDisplay.RGB24 = FALSE; // init some stuff
488 PSXDisplay.Interlaced = FALSE;
489 PSXDisplay.DrawOffset.x = 0;
490 PSXDisplay.DrawOffset.y = 0;
491 PSXDisplay.DisplayMode.x= 320;
492 PSXDisplay.DisplayMode.y= 240;
493 PSXDisplay.Disabled = FALSE;
494 PSXDisplay.Range.x0=0;
495 PSXDisplay.Range.x1=0;
496 PSXDisplay.Double = 1;
497
498 lGPUstatusRet = 0x14802000;
499
500 return 0;
501}
502
503extern const unsigned char cmd_lengths[256];
504
b243416b 505// XXX: mostly dupe code from soft peops
506int do_cmd_list(unsigned int *list, int list_len, int *last_cmd)
7890a708 507{
508 unsigned int cmd, len;
b243416b 509 unsigned int *list_start = list;
7890a708 510 unsigned int *list_end = list + list_len;
511
512 for (; list < list_end; list += 1 + len)
513 {
514 cmd = *list >> 24;
515 len = cmd_lengths[cmd];
b243416b 516 if (list + 1 + len > list_end) {
517 cmd = -1;
518 break;
519 }
520
521#ifndef TEST
522 if (cmd == 0xa0 || cmd == 0xc0)
523 break; // image i/o, forward to upper layer
524 else if ((cmd & 0xf8) == 0xe0)
525 gpu.ex_regs[cmd & 7] = list[0];
526#endif
7890a708 527
528 primTableJ[cmd]((void *)list);
529
530 switch(cmd)
531 {
532 case 0x48 ... 0x4F:
533 {
b243416b 534 uint32_t num_vertexes = 2;
535 uint32_t *list_position = &(list[3]);
7890a708 536
537 while(1)
538 {
539 if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
540 break;
541
542 list_position++;
543 num_vertexes++;
544 }
545
b243416b 546 len += (num_vertexes - 2);
7890a708 547 break;
548 }
549
550 case 0x58 ... 0x5F:
551 {
b243416b 552 uint32_t num_vertexes = 2;
553 uint32_t *list_position = &(list[4]);
7890a708 554
555 while(1)
556 {
557 if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
558 break;
559
560 list_position += 2;
561 num_vertexes++;
562 }
563
b243416b 564 len += (num_vertexes - 2) * 2;
7890a708 565 break;
566 }
567
568#ifdef TEST
569 case 0xA0: // sys -> vid
570 {
571 short *slist = (void *)list;
572 uint32_t load_width = slist[4];
573 uint32_t load_height = slist[5];
574 uint32_t load_size = load_width * load_height;
575
576 len += load_size / 2;
577 break;
578 }
579#endif
580 }
581 }
b243416b 582
583 gpu.ex_regs[1] &= ~0x1ff;
584 gpu.ex_regs[1] |= lGPUstatusRet & 0x1ff;
585
586 *last_cmd = cmd;
587 return list - list_start;
7890a708 588}
589
590void renderer_sync_ecmds(uint32_t *ecmds)
591{
592 cmdTexturePage((unsigned char *)&ecmds[1]);
593 cmdTextureWindow((unsigned char *)&ecmds[2]);
594 cmdDrawAreaStart((unsigned char *)&ecmds[3]);
595 cmdDrawAreaEnd((unsigned char *)&ecmds[4]);
596 cmdDrawOffset((unsigned char *)&ecmds[5]);
597 cmdSTP((unsigned char *)&ecmds[6]);
598}
599
600void renderer_update_caches(int x, int y, int w, int h)
601{
602 VRAMWrite.x = x;
603 VRAMWrite.y = y;
604 VRAMWrite.Width = w;
605 VRAMWrite.Height = h;
606 if(is_opened)
607 CheckWriteUpdate();
608}
609
610void renderer_flush_queues(void)
611{
612}
613
614void renderer_set_interlace(int enable, int is_odd)
615{
616}
617
618int vout_init(void)
619{
620 return 0;
621}
622
623int vout_finish(void)
624{
625 return 0;
626}
627
628void vout_update(void)
629{
630 if(PSXDisplay.Interlaced) // interlaced mode?
631 {
632 if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
633 {
634 updateDisplay(); // -> swap buffers (new frame)
635 }
636 }
637 else if(bRenderFrontBuffer) // no interlace mode? and some stuff in front has changed?
638 {
639 updateFrontDisplay(); // -> update front buffer
640 }
641}
642
bb88ec28 643static struct rearmed_cbs *cbs;
644
7890a708 645long GPUopen(void **dpy)
646{
0cc470cd 647 int ret;
648
bb88ec28 649 iResX = cbs->screen_w;
650 iResY = cbs->screen_h;
7890a708 651 rRatioRect.left = rRatioRect.top=0;
652 rRatioRect.right = iResX;
653 rRatioRect.bottom = iResY;
654
655 bDisplayNotSet = TRUE;
656 bSetClip = TRUE;
657 CSTEXTURE = CSVERTEX = CSCOLOR = 0;
658
659 InitializeTextureStore(); // init texture mem
7890a708 660
0cc470cd 661 ret = GLinitialize();
662 MakeDisplayLists();
663
664 is_opened = 1;
665 return ret;
7890a708 666}
667
668long GPUclose(void)
669{
670 is_opened = 0;
671
0cc470cd 672 KillDisplayLists();
7890a708 673 GLcleanup(); // close OGL
674 return 0;
675}
676
7890a708 677/* acting as both renderer and vout handler here .. */
678void renderer_set_config(const struct rearmed_cbs *cbs_)
679{
0cc470cd 680 cbs = (void *)cbs_; // ugh..
7890a708 681
682 iOffscreenDrawing = 0;
683 iZBufferDepth = 0;
684 iFrameReadType = 0;
685 bKeepRatio = TRUE;
686
687 dwActFixes = cbs->gpu_peopsgl.dwActFixes;
688 bDrawDither = cbs->gpu_peopsgl.bDrawDither;
689 iFilterType = cbs->gpu_peopsgl.iFilterType;
690 iFrameTexType = cbs->gpu_peopsgl.iFrameTexType;
691 iUseMask = cbs->gpu_peopsgl.iUseMask;
692 bOpaquePass = cbs->gpu_peopsgl.bOpaquePass;
693 bAdvancedBlend = cbs->gpu_peopsgl.bAdvancedBlend;
694 bUseFastMdec = cbs->gpu_peopsgl.bUseFastMdec;
695 iTexGarbageCollection = cbs->gpu_peopsgl.iTexGarbageCollection;
696 iVRamSize = cbs->gpu_peopsgl.iVRamSize;
697}
698
699void vout_set_config(const struct rearmed_cbs *cbs)
700{
701}
702
703void SetAspectRatio(void)
704{
705 cbs->pl_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
706
707 glScissor(rRatioRect.left,
708 iResY-(rRatioRect.top+rRatioRect.bottom),
709 rRatioRect.right,rRatioRect.bottom);
710 glViewport(rRatioRect.left,
711 iResY-(rRatioRect.top+rRatioRect.bottom),
712 rRatioRect.right,rRatioRect.bottom);
713 glError();
714}
0cc470cd 715
716static void fps_update(void)
717{
718 char buf[16];
719
720 cbs->flip_cnt++;
721 if(cbs->flips_per_sec != 0)
722 {
723 snprintf(buf,sizeof(buf),"%2d %4.1f",cbs->flips_per_sec,cbs->vsps_cur);
724 DisplayText(buf, 0);
725 }
726 if(cbs->cpu_usage != 0)
727 {
728 snprintf(buf,sizeof(buf),"%3d",cbs->cpu_usage);
729 DisplayText(buf, 1);
730 }
731}