gpu_neon: rework buffering to reduce flickering
[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
5fa6cb17 19#include "gpuStdafx.h"
7890a708 20#include "gpuDraw.c"
21#include "gpuTexture.c"
22#include "gpuPrim.c"
0cc470cd 23#include "hud.c"
7890a708 24
25static const short dispWidths[8] = {256,320,512,640,368,384,512,640};
26short g_m1,g_m2,g_m3;
27short DrawSemiTrans;
28
29short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords
5fa6cb17 30int GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
31int GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
7890a708 32
5fa6cb17 33unsigned int dwGPUVersion;
7890a708 34int iGPUHeight=512;
35int iGPUHeightMask=511;
36int GlobalTextIL;
37
38unsigned char *psxVub;
39unsigned short *psxVuw;
40
41GLfloat gl_z=0.0f;
42BOOL bNeedInterlaceUpdate;
43BOOL bNeedRGB24Update;
44BOOL bChangeWinMode;
5fa6cb17 45int lGPUstatusRet;
46unsigned int ulGPUInfoVals[16];
7890a708 47VRAMLoad_t VRAMWrite;
48VRAMLoad_t VRAMRead;
49int iDataWriteMode;
50int iDataReadMode;
51
5fa6cb17 52int lClearOnSwap;
53int lClearOnSwapColor;
7890a708 54BOOL bSkipNextFrame;
55
56PSXDisplay_t PSXDisplay;
57PSXDisplay_t PreviousPSXDisplay;
58TWin_t TWin;
59BOOL bDisplayNotSet;
60BOOL bNeedWriteUpload;
61int iLastRGB24;
62
63// don't do GL vram read
64void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
65{
66}
67
68void CheckVRamReadEx(int x, int y, int dx, int dy)
69{
70}
71
72void SetFixes(void)
73{
74}
75
76static void PaintBlackBorders(void)
77{
78 short s;
79 glDisable(GL_SCISSOR_TEST); glError();
80 if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
81 if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
82 if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
83 glDisable(GL_ALPHA_TEST); glError();
84
85 glEnable(GL_ALPHA_TEST); glError();
86 glEnable(GL_SCISSOR_TEST); glError();
87}
88
0cc470cd 89static void fps_update(void);
90
7890a708 91void updateDisplay(void)
92{
93 bFakeFrontBuffer=FALSE;
94 bRenderFrontBuffer=FALSE;
95
96 if(PSXDisplay.RGB24)// && !bNeedUploadAfter) // (mdec) upload wanted?
97 {
98 PrepareFullScreenUpload(-1);
99 UploadScreen(PSXDisplay.Interlaced); // -> upload whole screen from psx vram
100 bNeedUploadTest=FALSE;
101 bNeedInterlaceUpdate=FALSE;
102 bNeedUploadAfter=FALSE;
103 bNeedRGB24Update=FALSE;
104 }
105 else
106 if(bNeedInterlaceUpdate) // smaller upload?
107 {
108 bNeedInterlaceUpdate=FALSE;
109 xrUploadArea=xrUploadAreaIL; // -> upload this rect
110 UploadScreen(TRUE);
111 }
112
113 if(dwActFixes&512) bCheckFF9G4(NULL); // special game fix for FF9
114
115 if(PSXDisplay.Disabled) // display disabled?
116 {
117 // moved here
118 glDisable(GL_SCISSOR_TEST); glError();
119 glClearColor(0,0,0,128); glError(); // -> clear whole backbuffer
120 glClear(uiBufferBits); glError();
121 glEnable(GL_SCISSOR_TEST); glError();
122 gl_z=0.0f;
123 bDisplayNotSet = TRUE;
124 }
125
126 if(iDrawnSomething)
0cc470cd 127 {
128 fps_update();
7890a708 129 eglSwapBuffers(display, surface);
0cc470cd 130 iDrawnSomething=0;
131 }
7890a708 132
133 if(lClearOnSwap) // clear buffer after swap?
134 {
135 GLclampf g,b,r;
136
137 if(bDisplayNotSet) // -> set new vals
138 SetOGLDisplaySettings(1);
139
140 g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f; // -> get col
141 b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
142 r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
143 glDisable(GL_SCISSOR_TEST); glError();
144 glClearColor(r,g,b,128); glError(); // -> clear
145 glClear(uiBufferBits); glError();
146 glEnable(GL_SCISSOR_TEST); glError();
147 lClearOnSwap=0; // -> done
148 }
149 else
150 {
151 if(iZBufferDepth) // clear zbuffer as well (if activated)
152 {
153 glDisable(GL_SCISSOR_TEST); glError();
154 glClear(GL_DEPTH_BUFFER_BIT); glError();
155 glEnable(GL_SCISSOR_TEST); glError();
156 }
157 }
158 gl_z=0.0f;
159
160 // additional uploads immediatly after swapping
161 if(bNeedUploadAfter) // upload wanted?
162 {
163 bNeedUploadAfter=FALSE;
164 bNeedUploadTest=FALSE;
165 UploadScreen(-1); // -> upload
166 }
167
168 if(bNeedUploadTest)
169 {
170 bNeedUploadTest=FALSE;
171 if(PSXDisplay.InterlacedTest &&
172 //iOffscreenDrawing>2 &&
173 PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
174 PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
175 PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
176 PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
177 {
178 PrepareFullScreenUpload(TRUE);
179 UploadScreen(TRUE);
180 }
181 }
182}
183
184void updateFrontDisplay(void)
185{
186 if(PreviousPSXDisplay.Range.x0||
187 PreviousPSXDisplay.Range.y0)
188 PaintBlackBorders();
189
190 bFakeFrontBuffer=FALSE;
191 bRenderFrontBuffer=FALSE;
192
193 if(iDrawnSomething) // linux:
194 eglSwapBuffers(display, surface);
195}
196
197static void ChangeDispOffsetsX(void) // CENTER X
198{
5fa6cb17 199int lx,l;short sO;
7890a708 200
201if(!PSXDisplay.Range.x1) return; // some range given?
202
203l=PSXDisplay.DisplayMode.x;
204
5fa6cb17 205l*=(int)PSXDisplay.Range.x1; // some funky calculation
7890a708 206l/=2560;lx=l;l&=0xfffffff8;
207
208if(l==PreviousPSXDisplay.Range.x1) return; // some change?
209
210sO=PreviousPSXDisplay.Range.x0; // store old
211
212if(lx>=PSXDisplay.DisplayMode.x) // range bigger?
213 {
214 PreviousPSXDisplay.Range.x1= // -> take display width
215 PSXDisplay.DisplayMode.x;
216 PreviousPSXDisplay.Range.x0=0; // -> start pos is 0
217 }
218else // range smaller? center it
219 {
220 PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned)
221 PreviousPSXDisplay.Range.x0= // -> calc start pos
222 (PSXDisplay.Range.x0-500)/8;
223 if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet
224 PreviousPSXDisplay.Range.x0=0;
225
226 if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much
227 PSXDisplay.DisplayMode.x)
228 {
229 PreviousPSXDisplay.Range.x0= // -> adjust start
230 PSXDisplay.DisplayMode.x-lx;
231 PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width
232 }
233 }
234
235if(sO!=PreviousPSXDisplay.Range.x0) // something changed?
236 {
237 bDisplayNotSet=TRUE; // -> recalc display stuff
238 }
239}
240
241////////////////////////////////////////////////////////////////////////
242
243static void ChangeDispOffsetsY(void) // CENTER Y
244{
245int iT;short sO; // store previous y size
246
247if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC
248
249if(PSXDisplay.Range.y0>=iT) // crossed the security line? :)
250 {
251 PreviousPSXDisplay.Range.y1= // -> store width
252 PSXDisplay.DisplayModeNew.y;
253
254 sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset
255 if(sO<0) sO=0;
256
257 PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too
258 }
259else sO=0; // else no offset
260
261if(sO!=PreviousPSXDisplay.Range.y0) // something changed?
262 {
263 PreviousPSXDisplay.Range.y0=sO;
264 bDisplayNotSet=TRUE; // -> recalc display stuff
265 }
266}
267
268static void updateDisplayIfChanged(void)
269{
270BOOL bUp;
271
272if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) &&
273 (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
274 {
275 if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) &&
276 (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew))
277 return; // nothing has changed? fine, no swap buffer needed
278 }
279else // some res change?
280 {
281 glLoadIdentity(); glError();
282 glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
283 PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
284 if(bKeepRatio) SetAspectRatio();
285 }
286
287bDisplayNotSet = TRUE; // re-calc offsets/display area
288
289bUp=FALSE;
290if(PSXDisplay.RGB24!=PSXDisplay.RGB24New) // clean up textures, if rgb mode change (usually mdec on/off)
291 {
292 PreviousPSXDisplay.RGB24=0; // no full 24 frame uploaded yet
293 ResetTextureArea(FALSE);
294 bUp=TRUE;
295 }
296
297PSXDisplay.RGB24 = PSXDisplay.RGB24New; // get new infos
298PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
299PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
300PSXDisplay.Interlaced = PSXDisplay.InterlacedNew;
301
302PSXDisplay.DisplayEnd.x= // calc new ends
303 PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
304PSXDisplay.DisplayEnd.y=
305 PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
306PreviousPSXDisplay.DisplayEnd.x=
307 PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
308PreviousPSXDisplay.DisplayEnd.y=
309 PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
310
311ChangeDispOffsetsX();
312if(bUp) updateDisplay(); // yeah, real update (swap buffer)
313}
314
315#define GPUwriteStatus_ext GPUwriteStatus_ext // for gpulib to see this
5fa6cb17 316void GPUwriteStatus_ext(unsigned int gdata)
7890a708 317{
318switch((gdata>>24)&0xff)
319 {
320 case 0x00:
321 PSXDisplay.Disabled=1;
322 PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
323 drawX=drawY=0;drawW=drawH=0;
324 sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
325 usMirror=0;
326 GlobalTextAddrX=0;GlobalTextAddrY=0;
327 GlobalTextTP=0;GlobalTextABR=0;
328 PSXDisplay.RGB24=FALSE;
329 PSXDisplay.Interlaced=FALSE;
330 bUsingTWin = FALSE;
331 return;
332
333 case 0x03:
334 PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
335 PSXDisplay.Disabled = (gdata & 1);
336
337 if (iOffscreenDrawing==4 &&
338 PreviousPSXDisplay.Disabled &&
339 !(PSXDisplay.Disabled))
340 {
341
342 if(!PSXDisplay.RGB24)
343 {
344 PrepareFullScreenUpload(TRUE);
345 UploadScreen(TRUE);
346 updateDisplay();
347 }
348 }
349 return;
350
351 case 0x05:
352 {
353 short sx=(short)(gdata & 0x3ff);
354 short sy;
355
356 sy = (short)((gdata>>10)&0x3ff); // really: 0x1ff, but we adjust it later
357 if (sy & 0x200)
358 {
359 sy|=0xfc00;
360 PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
361 sy=0;
362 }
363 else PreviousPSXDisplay.DisplayModeNew.y=0;
364
365 if(sx>1000) sx=0;
366
367 if(dwActFixes&8)
368 {
369 if((!PSXDisplay.Interlaced) &&
370 PreviousPSXDisplay.DisplayPosition.x == sx &&
371 PreviousPSXDisplay.DisplayPosition.y == sy)
372 return;
373
374 PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
375 PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
376 PreviousPSXDisplay.DisplayPosition.x = sx;
377 PreviousPSXDisplay.DisplayPosition.y = sy;
378 }
379 else
380 {
381 if((!PSXDisplay.Interlaced) &&
382 PSXDisplay.DisplayPosition.x == sx &&
383 PSXDisplay.DisplayPosition.y == sy)
384 return;
385 PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
386 PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
387 PSXDisplay.DisplayPosition.x = sx;
388 PSXDisplay.DisplayPosition.y = sy;
389 }
390
391 PSXDisplay.DisplayEnd.x=
392 PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
393 PSXDisplay.DisplayEnd.y=
394 PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
395
396 PreviousPSXDisplay.DisplayEnd.x=
397 PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
398 PreviousPSXDisplay.DisplayEnd.y=
399 PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
400
401 bDisplayNotSet = TRUE;
402
403 if (!(PSXDisplay.Interlaced))
404 {
405 updateDisplay();
406 }
407 else
408 if(PSXDisplay.InterlacedTest &&
409 ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
410 (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
411 PSXDisplay.InterlacedTest--;
412 return;
413 }
414
415 case 0x06:
416 PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
417 PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
418
419 PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
420
421 ChangeDispOffsetsX();
422 return;
423
424 case 0x07:
425 PreviousPSXDisplay.Height = PSXDisplay.Height;
426
427 PSXDisplay.Range.y0=gdata & 0x3ff;
428 PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;
429
430 PSXDisplay.Height = PSXDisplay.Range.y1 -
431 PSXDisplay.Range.y0 +
432 PreviousPSXDisplay.DisplayModeNew.y;
433
434 if (PreviousPSXDisplay.Height != PSXDisplay.Height)
435 {
436 PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
437 ChangeDispOffsetsY();
438 updateDisplayIfChanged();
439 }
440 return;
441
442 case 0x08:
443 PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];
444
445 if (gdata&0x04) PSXDisplay.Double=2;
446 else PSXDisplay.Double=1;
447 PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;
448
449 ChangeDispOffsetsY();
450
451 PSXDisplay.PAL = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
452 PSXDisplay.RGB24New = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
453 PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace
454
455 PreviousPSXDisplay.InterlacedNew=FALSE;
456 if (PSXDisplay.InterlacedNew)
457 {
458 if(!PSXDisplay.Interlaced)
459 {
460 PSXDisplay.InterlacedTest=2;
461 PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
462 PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
463 PreviousPSXDisplay.InterlacedNew=TRUE;
464 }
465 }
466 else
467 {
468 PSXDisplay.InterlacedTest=0;
469 }
470 updateDisplayIfChanged();
471 return;
472 }
473}
474
475/////////////////////////////////////////////////////////////////////////////
476
477#include <stdint.h>
478
479#include "../gpulib/gpu.c"
480
481static int is_opened;
482
9ee0fd5b 483static void set_vram(void *vram)
7890a708 484{
9ee0fd5b 485 psxVub=vram;
7890a708 486 psxVuw=(unsigned short *)psxVub;
9ee0fd5b 487}
488
489int renderer_init(void)
490{
491 set_vram(gpu.vram);
7890a708 492
493 PSXDisplay.RGB24 = FALSE; // init some stuff
494 PSXDisplay.Interlaced = FALSE;
495 PSXDisplay.DrawOffset.x = 0;
496 PSXDisplay.DrawOffset.y = 0;
497 PSXDisplay.DisplayMode.x= 320;
498 PSXDisplay.DisplayMode.y= 240;
499 PSXDisplay.Disabled = FALSE;
500 PSXDisplay.Range.x0=0;
501 PSXDisplay.Range.x1=0;
502 PSXDisplay.Double = 1;
503
504 lGPUstatusRet = 0x14802000;
505
506 return 0;
507}
508
e929dec5 509void renderer_finish(void)
510{
511}
512
513void renderer_notify_res_change(void)
514{
515}
516
2da2fc76 517void renderer_notify_scanout_change(int x, int y)
0b4038f8 518{
519}
520
7890a708 521extern const unsigned char cmd_lengths[256];
522
b243416b 523// XXX: mostly dupe code from soft peops
524int do_cmd_list(unsigned int *list, int list_len, int *last_cmd)
7890a708 525{
526 unsigned int cmd, len;
b243416b 527 unsigned int *list_start = list;
7890a708 528 unsigned int *list_end = list + list_len;
529
530 for (; list < list_end; list += 1 + len)
531 {
532 cmd = *list >> 24;
533 len = cmd_lengths[cmd];
b243416b 534 if (list + 1 + len > list_end) {
535 cmd = -1;
536 break;
537 }
538
539#ifndef TEST
540 if (cmd == 0xa0 || cmd == 0xc0)
541 break; // image i/o, forward to upper layer
542 else if ((cmd & 0xf8) == 0xe0)
543 gpu.ex_regs[cmd & 7] = list[0];
544#endif
7890a708 545
546 primTableJ[cmd]((void *)list);
547
548 switch(cmd)
549 {
550 case 0x48 ... 0x4F:
551 {
b243416b 552 uint32_t num_vertexes = 2;
553 uint32_t *list_position = &(list[3]);
7890a708 554
555 while(1)
556 {
804789d7 557 if(list_position >= list_end) {
558 cmd = -1;
559 goto breakloop;
560 }
561
562 if((*list_position & 0xf000f000) == 0x50005000)
7890a708 563 break;
564
565 list_position++;
566 num_vertexes++;
567 }
568
b243416b 569 len += (num_vertexes - 2);
7890a708 570 break;
571 }
572
573 case 0x58 ... 0x5F:
574 {
b243416b 575 uint32_t num_vertexes = 2;
576 uint32_t *list_position = &(list[4]);
7890a708 577
578 while(1)
579 {
804789d7 580 if(list_position >= list_end) {
581 cmd = -1;
582 goto breakloop;
583 }
584
585 if((*list_position & 0xf000f000) == 0x50005000)
7890a708 586 break;
587
588 list_position += 2;
589 num_vertexes++;
590 }
591
b243416b 592 len += (num_vertexes - 2) * 2;
7890a708 593 break;
594 }
595
596#ifdef TEST
597 case 0xA0: // sys -> vid
598 {
599 short *slist = (void *)list;
600 uint32_t load_width = slist[4];
601 uint32_t load_height = slist[5];
602 uint32_t load_size = load_width * load_height;
603
604 len += load_size / 2;
605 break;
606 }
607#endif
608 }
609 }
b243416b 610
804789d7 611breakloop:
b243416b 612 gpu.ex_regs[1] &= ~0x1ff;
613 gpu.ex_regs[1] |= lGPUstatusRet & 0x1ff;
614
615 *last_cmd = cmd;
616 return list - list_start;
7890a708 617}
618
619void renderer_sync_ecmds(uint32_t *ecmds)
620{
621 cmdTexturePage((unsigned char *)&ecmds[1]);
622 cmdTextureWindow((unsigned char *)&ecmds[2]);
623 cmdDrawAreaStart((unsigned char *)&ecmds[3]);
624 cmdDrawAreaEnd((unsigned char *)&ecmds[4]);
625 cmdDrawOffset((unsigned char *)&ecmds[5]);
626 cmdSTP((unsigned char *)&ecmds[6]);
627}
628
0b4038f8 629void renderer_update_caches(int x, int y, int w, int h, int state_changed)
7890a708 630{
631 VRAMWrite.x = x;
632 VRAMWrite.y = y;
633 VRAMWrite.Width = w;
634 VRAMWrite.Height = h;
635 if(is_opened)
636 CheckWriteUpdate();
637}
638
639void renderer_flush_queues(void)
640{
641}
642
643void renderer_set_interlace(int enable, int is_odd)
644{
645}
646
647int vout_init(void)
648{
649 return 0;
650}
651
652int vout_finish(void)
653{
654 return 0;
655}
656
657void vout_update(void)
658{
659 if(PSXDisplay.Interlaced) // interlaced mode?
660 {
661 if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
662 {
663 updateDisplay(); // -> swap buffers (new frame)
664 }
665 }
666 else if(bRenderFrontBuffer) // no interlace mode? and some stuff in front has changed?
667 {
668 updateFrontDisplay(); // -> update front buffer
669 }
670}
671
4ea086f6 672void vout_blank(void)
673{
674}
675
676void vout_set_config(const struct rearmed_cbs *cbs)
677{
678}
679
bb88ec28 680static struct rearmed_cbs *cbs;
681
71e413be 682long GPUopen(unsigned long *disp, char *cap, char *cfg)
7890a708 683{
0cc470cd 684 int ret;
685
bb88ec28 686 iResX = cbs->screen_w;
687 iResY = cbs->screen_h;
7890a708 688 rRatioRect.left = rRatioRect.top=0;
689 rRatioRect.right = iResX;
690 rRatioRect.bottom = iResY;
691
692 bDisplayNotSet = TRUE;
693 bSetClip = TRUE;
694 CSTEXTURE = CSVERTEX = CSCOLOR = 0;
695
696 InitializeTextureStore(); // init texture mem
7890a708 697
418caf43 698 ret = GLinitialize(cbs->gles_display, cbs->gles_surface);
0cc470cd 699 MakeDisplayLists();
700
701 is_opened = 1;
702 return ret;
7890a708 703}
704
705long GPUclose(void)
706{
707 is_opened = 0;
708
0cc470cd 709 KillDisplayLists();
7890a708 710 GLcleanup(); // close OGL
711 return 0;
712}
713
7890a708 714/* acting as both renderer and vout handler here .. */
715void renderer_set_config(const struct rearmed_cbs *cbs_)
716{
0cc470cd 717 cbs = (void *)cbs_; // ugh..
7890a708 718
719 iOffscreenDrawing = 0;
720 iZBufferDepth = 0;
721 iFrameReadType = 0;
722 bKeepRatio = TRUE;
723
724 dwActFixes = cbs->gpu_peopsgl.dwActFixes;
725 bDrawDither = cbs->gpu_peopsgl.bDrawDither;
726 iFilterType = cbs->gpu_peopsgl.iFilterType;
727 iFrameTexType = cbs->gpu_peopsgl.iFrameTexType;
728 iUseMask = cbs->gpu_peopsgl.iUseMask;
729 bOpaquePass = cbs->gpu_peopsgl.bOpaquePass;
730 bAdvancedBlend = cbs->gpu_peopsgl.bAdvancedBlend;
731 bUseFastMdec = cbs->gpu_peopsgl.bUseFastMdec;
732 iTexGarbageCollection = cbs->gpu_peopsgl.iTexGarbageCollection;
733 iVRamSize = cbs->gpu_peopsgl.iVRamSize;
418caf43 734
fa56d360 735 if (cbs->pl_set_gpu_caps)
736 cbs->pl_set_gpu_caps(GPU_CAP_OWNS_DISPLAY);
9ee0fd5b 737
418caf43 738 if (is_opened && cbs->gles_display != NULL && cbs->gles_surface != NULL) {
739 // HACK..
740 GPUclose();
71e413be 741 GPUopen(NULL, NULL, NULL);
418caf43 742 }
743
9ee0fd5b 744 set_vram(gpu.vram);
7890a708 745}
746
7890a708 747void SetAspectRatio(void)
748{
38c2028e 749 if (cbs->pl_get_layer_pos)
750 cbs->pl_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
7890a708 751
752 glScissor(rRatioRect.left,
753 iResY-(rRatioRect.top+rRatioRect.bottom),
754 rRatioRect.right,rRatioRect.bottom);
755 glViewport(rRatioRect.left,
756 iResY-(rRatioRect.top+rRatioRect.bottom),
757 rRatioRect.right,rRatioRect.bottom);
758 glError();
759}
0cc470cd 760
761static void fps_update(void)
762{
763 char buf[16];
764
765 cbs->flip_cnt++;
766 if(cbs->flips_per_sec != 0)
767 {
768 snprintf(buf,sizeof(buf),"%2d %4.1f",cbs->flips_per_sec,cbs->vsps_cur);
769 DisplayText(buf, 0);
770 }
771 if(cbs->cpu_usage != 0)
772 {
773 snprintf(buf,sizeof(buf),"%3d",cbs->cpu_usage);
774 DisplayText(buf, 1);
775 }
776}