psx_gpu: texture cache fix, updates
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_parse.c
... / ...
CommitLineData
1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16
17#include "common.h"
18
19const u8 command_lengths[256] =
20{
21 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 00
22 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 10
23 3, 3, 3, 3, 6, 6, 6, 6, 4, 4, 4, 4, 8, 8, 8, 8, // 20
24 5, 5, 5, 5, 8, 8, 8, 8, 7, 7, 7, 7, 11, 11, 11, 11, // 30
25 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, // 40
26 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, // 50
27 2, 2, 2, 2, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, // 60
28 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, // 70
29 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 80
30 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 90
31 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // a0
32 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // b0
33 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // c0
34 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // d0
35 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // e0
36 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // f0
37};
38
39void update_texture_ptr(psx_gpu_struct *psx_gpu)
40{
41 u8 *texture_base;
42 u8 *texture_ptr;
43
44 switch((psx_gpu->render_state_base >> 8) & 0x3)
45 {
46 default:
47 case TEXTURE_MODE_4BPP:
48 texture_base = psx_gpu->texture_4bpp_cache[psx_gpu->current_texture_page];
49
50 texture_ptr = texture_base;
51 texture_ptr += psx_gpu->texture_window_x & 0xF;
52 texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
53 texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
54 texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
55 break;
56
57 case TEXTURE_MODE_8BPP:
58 if(psx_gpu->current_texture_page & 0x1)
59 {
60 texture_base =
61 psx_gpu->texture_8bpp_odd_cache[psx_gpu->current_texture_page >> 1];
62 }
63 else
64 {
65 texture_base =
66 psx_gpu->texture_8bpp_even_cache[psx_gpu->current_texture_page >> 1];
67 }
68
69 texture_ptr = texture_base;
70 texture_ptr += psx_gpu->texture_window_x & 0xF;
71 texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
72 texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
73 texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
74 break;
75
76 case TEXTURE_MODE_16BPP:
77 texture_base = (u8 *)(psx_gpu->vram_ptr);
78 texture_base += (psx_gpu->current_texture_page & 0xF) * 128;
79 texture_base += ((psx_gpu->current_texture_page >> 4) * 256) * 2048;
80
81 texture_ptr = texture_base;
82 texture_ptr += psx_gpu->texture_window_x * 2;
83 texture_ptr += (psx_gpu->texture_window_y) * 2048;
84 break;
85 }
86
87 psx_gpu->texture_page_base = texture_base;
88 psx_gpu->texture_page_ptr = texture_ptr;
89}
90
91void set_texture(psx_gpu_struct *psx_gpu, u32 texture_settings)
92{
93 if(psx_gpu->texture_settings != texture_settings)
94 {
95 u32 new_texture_page = texture_settings & 0x1F;
96 u32 texture_mode = (texture_settings >> 7) & 0x3;
97 u32 render_state_base = psx_gpu->render_state_base;
98
99 if(psx_gpu->current_texture_page != new_texture_page)
100 flush_render_block_buffer(psx_gpu);
101
102 render_state_base &= ~(0xF << 6);
103 render_state_base |= ((texture_settings >> 5) & 0xF) << 6;
104
105 psx_gpu->render_state_base = render_state_base;
106
107 psx_gpu->current_texture_mask = 0x1 << new_texture_page;
108
109 if(texture_mode == TEXTURE_MODE_8BPP)
110 {
111 // In 8bpp mode 256x256 takes up two pages. If it's on the right edge it
112 // wraps back around to the left edge.
113 u32 adjacent_texture_page = ((texture_settings + 1) & 0xF) | (texture_settings & 0x10);
114 psx_gpu->current_texture_mask |= 0x1 << adjacent_texture_page;
115
116 if((psx_gpu->last_8bpp_texture_page ^ new_texture_page) & 0x1)
117 {
118 u32 dirty_textures_8bpp_alternate_mask =
119 psx_gpu->dirty_textures_8bpp_alternate_mask;
120 psx_gpu->dirty_textures_8bpp_alternate_mask =
121 psx_gpu->dirty_textures_8bpp_mask;
122 psx_gpu->dirty_textures_8bpp_mask = dirty_textures_8bpp_alternate_mask;
123 }
124
125 psx_gpu->last_8bpp_texture_page = new_texture_page;
126 }
127
128 psx_gpu->current_texture_page = new_texture_page;
129 psx_gpu->texture_settings = texture_settings;
130
131 update_texture_ptr(psx_gpu);
132 }
133}
134
135void set_clut(psx_gpu_struct *psx_gpu, u32 clut_settings)
136{
137 if(psx_gpu->clut_settings != clut_settings)
138 {
139 flush_render_block_buffer(psx_gpu);
140 psx_gpu->clut_settings = clut_settings;
141 psx_gpu->clut_ptr = psx_gpu->vram_ptr + ((clut_settings & 0x7FFF) * 16);
142 }
143}
144
145void set_triangle_color(psx_gpu_struct *psx_gpu, u32 triangle_color)
146{
147 if(psx_gpu->triangle_color != triangle_color)
148 {
149 flush_render_block_buffer(psx_gpu);
150 psx_gpu->triangle_color = triangle_color;
151 }
152}
153
154#define sign_extend_12bit(value) \
155 (((s32)((value) << 20)) >> 20) \
156
157#define get_vertex_data_xy(vertex_number, offset16) \
158 vertexes[vertex_number].x = \
159 sign_extend_12bit(list_s16[offset16]) + psx_gpu->offset_x; \
160 vertexes[vertex_number].y = \
161 sign_extend_12bit(list_s16[(offset16) + 1]) + psx_gpu->offset_y; \
162
163#define get_vertex_data_uv(vertex_number, offset16) \
164 vertexes[vertex_number].u = list_s16[offset16] & 0xFF; \
165 vertexes[vertex_number].v = (list_s16[offset16] >> 8) & 0xFF \
166
167#define get_vertex_data_rgb(vertex_number, offset32) \
168 vertexes[vertex_number].r = list[offset32] & 0xFF; \
169 vertexes[vertex_number].g = (list[offset32] >> 8) & 0xFF; \
170 vertexes[vertex_number].b = (list[offset32] >> 16) & 0xFF \
171
172#define get_vertex_data_xy_uv(vertex_number, offset16) \
173 get_vertex_data_xy(vertex_number, offset16); \
174 get_vertex_data_uv(vertex_number, (offset16) + 2) \
175
176#define get_vertex_data_xy_rgb(vertex_number, offset16) \
177 get_vertex_data_rgb(vertex_number, (offset16) / 2); \
178 get_vertex_data_xy(vertex_number, (offset16) + 2); \
179
180#define get_vertex_data_xy_uv_rgb(vertex_number, offset16) \
181 get_vertex_data_rgb(vertex_number, (offset16) / 2); \
182 get_vertex_data_xy(vertex_number, (offset16) + 2); \
183 get_vertex_data_uv(vertex_number, (offset16) + 4); \
184
185#define set_vertex_color_constant(vertex_number, color) \
186 vertexes[vertex_number].r = color & 0xFF; \
187 vertexes[vertex_number].g = (color >> 8) & 0xFF; \
188 vertexes[vertex_number].b = (color >> 16) & 0xFF \
189
190#define get_vertex_data_xy_rgb_constant(vertex_number, offset16, color) \
191 get_vertex_data_xy(vertex_number, offset16); \
192 set_vertex_color_constant(vertex_number, color) \
193
194vertex_struct vertexes[4] __attribute__((aligned(32)));
195
196void gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size)
197{
198 u32 current_command, command_length;
199
200 u32 *list_end = list + (size / 4);
201
202 for(; list < list_end; list += 1 + command_length)
203 {
204 s16 *list_s16 = (void *)list;
205 current_command = *list >> 24;
206 command_length = command_lengths[current_command];
207
208 switch(current_command)
209 {
210 case 0x00:
211 break;
212
213 case 0x02:
214 render_block_fill(psx_gpu, list[0] & 0xFFFFFF, list_s16[2], list_s16[3],
215 list_s16[4] & 0x3FF, list_s16[5] & 0x3FF);
216 break;
217
218 case 0x20 ... 0x23:
219 {
220 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
221
222 get_vertex_data_xy(0, 2);
223 get_vertex_data_xy(1, 4);
224 get_vertex_data_xy(2, 6);
225
226 render_triangle(psx_gpu, vertexes, current_command);
227 break;
228 }
229
230 case 0x24 ... 0x27:
231 {
232 set_clut(psx_gpu, list_s16[5]);
233 set_texture(psx_gpu, list_s16[9]);
234 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
235
236 get_vertex_data_xy_uv(0, 2);
237 get_vertex_data_xy_uv(1, 6);
238 get_vertex_data_xy_uv(2, 10);
239
240 render_triangle(psx_gpu, vertexes, current_command);
241 break;
242 }
243
244 case 0x28 ... 0x2B:
245 {
246 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
247
248 get_vertex_data_xy(0, 2);
249 get_vertex_data_xy(1, 4);
250 get_vertex_data_xy(2, 6);
251 get_vertex_data_xy(3, 8);
252
253 render_triangle(psx_gpu, vertexes, current_command);
254 render_triangle(psx_gpu, &(vertexes[1]), current_command);
255 break;
256 }
257
258 case 0x2C ... 0x2F:
259 {
260 set_clut(psx_gpu, list_s16[5]);
261 set_texture(psx_gpu, list_s16[9]);
262 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
263
264 get_vertex_data_xy_uv(0, 2);
265 get_vertex_data_xy_uv(1, 6);
266 get_vertex_data_xy_uv(2, 10);
267 get_vertex_data_xy_uv(3, 14);
268
269 render_triangle(psx_gpu, vertexes, current_command);
270 render_triangle(psx_gpu, &(vertexes[1]), current_command);
271 break;
272 }
273
274 case 0x30 ... 0x33:
275 {
276 get_vertex_data_xy_rgb(0, 0);
277 get_vertex_data_xy_rgb(1, 4);
278 get_vertex_data_xy_rgb(2, 8);
279
280 render_triangle(psx_gpu, vertexes, current_command);
281 break;
282 }
283
284 case 0x34:
285 case 0x35:
286 case 0x36:
287 case 0x37:
288 {
289 set_clut(psx_gpu, list_s16[5]);
290 set_texture(psx_gpu, list_s16[11]);
291
292 get_vertex_data_xy_uv_rgb(0, 0);
293 get_vertex_data_xy_uv_rgb(1, 6);
294 get_vertex_data_xy_uv_rgb(2, 12);
295
296 render_triangle(psx_gpu, vertexes, current_command);
297 break;
298 }
299
300 case 0x38:
301 case 0x39:
302 case 0x3A:
303 case 0x3B:
304 {
305 get_vertex_data_xy_rgb(0, 0);
306 get_vertex_data_xy_rgb(1, 4);
307 get_vertex_data_xy_rgb(2, 8);
308 get_vertex_data_xy_rgb(3, 12);
309
310 render_triangle(psx_gpu, vertexes, current_command);
311 render_triangle(psx_gpu, &(vertexes[1]), current_command);
312 break;
313 }
314
315 case 0x3C:
316 case 0x3D:
317 case 0x3E:
318 case 0x3F:
319 {
320 set_clut(psx_gpu, list_s16[5]);
321 set_texture(psx_gpu, list_s16[11]);
322
323 get_vertex_data_xy_uv_rgb(0, 0);
324 get_vertex_data_xy_uv_rgb(1, 6);
325 get_vertex_data_xy_uv_rgb(2, 12);
326 get_vertex_data_xy_uv_rgb(3, 18);
327
328 render_triangle(psx_gpu, vertexes, current_command);
329 render_triangle(psx_gpu, &(vertexes[1]), current_command);
330 break;
331 }
332
333 case 0x40 ... 0x47:
334 {
335 vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
336 vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
337 vertexes[1].x = list_s16[4] + psx_gpu->offset_x;
338 vertexes[1].y = list_s16[5] + psx_gpu->offset_y;
339
340 render_line(psx_gpu, vertexes, current_command, list[0]);
341 break;
342 }
343
344 case 0x48 ... 0x4F:
345 {
346 u32 num_vertexes = 1;
347 u32 *list_position = &(list[2]);
348 u32 xy = list[1];
349
350 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
351 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
352
353 while(1)
354 {
355 xy = *list_position;
356 if(xy == 0x55555555)
357 break;
358
359 vertexes[0] = vertexes[1];
360
361 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
362 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
363
364 list_position++;
365 num_vertexes++;
366
367 render_line(psx_gpu, vertexes, current_command, list[0]);
368 }
369
370 if(num_vertexes > 2)
371 command_length += (num_vertexes - 2);
372
373 break;
374 }
375
376 case 0x50 ... 0x57:
377 {
378 vertexes[0].r = list[0] & 0xFF;
379 vertexes[0].g = (list[0] >> 8) & 0xFF;
380 vertexes[0].b = (list[0] >> 16) & 0xFF;
381 vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
382 vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
383
384 vertexes[1].r = list[2] & 0xFF;
385 vertexes[1].g = (list[2] >> 8) & 0xFF;
386 vertexes[1].b = (list[2] >> 16) & 0xFF;
387 vertexes[1].x = list_s16[6] + psx_gpu->offset_x;
388 vertexes[1].y = list_s16[7] + psx_gpu->offset_y;
389
390 render_line(psx_gpu, vertexes, current_command, 0);
391 break;
392 }
393
394 case 0x58 ... 0x5F:
395 {
396 u32 num_vertexes = 1;
397 u32 *list_position = &(list[2]);
398 u32 color = list[0];
399 u32 xy = list[1];
400
401 vertexes[1].r = color & 0xFF;
402 vertexes[1].g = (color >> 8) & 0xFF;
403 vertexes[1].b = (color >> 16) & 0xFF;
404 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
405 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
406
407 while(1)
408 {
409 color = list_position[0];
410 if(color == 0x55555555)
411 break;
412
413 xy = list_position[1];
414
415 vertexes[0] = vertexes[1];
416
417 vertexes[1].r = color & 0xFF;
418 vertexes[1].g = (color >> 8) & 0xFF;
419 vertexes[1].b = (color >> 16) & 0xFF;
420 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
421 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
422
423 list_position += 2;
424 num_vertexes++;
425
426 render_line(psx_gpu, vertexes, current_command, 0);
427 }
428
429 if(num_vertexes > 2)
430 command_length += ((num_vertexes * 2) - 2);
431
432 break;
433 }
434
435 case 0x60 ... 0x63:
436 {
437 u32 x = list_s16[2] + psx_gpu->offset_x;
438 u32 y = list_s16[3] + psx_gpu->offset_y;
439 u32 width = list_s16[4] & 0x3FF;
440 u32 height = list_s16[5] & 0x1FF;
441
442 render_sprite(psx_gpu, x, y, 0, 0, width, height, current_command, list[0]);
443 break;
444 }
445
446 case 0x64 ... 0x67:
447 {
448 u32 x = list_s16[2] + psx_gpu->offset_x;
449 u32 y = list_s16[3] + psx_gpu->offset_y;
450 u32 uv = list_s16[4];
451 u32 width = list_s16[6] & 0x3FF;
452 u32 height = list_s16[7] & 0x1FF;
453
454 set_clut(psx_gpu, list_s16[5]);
455
456 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, width, height,
457 current_command, list[0]);
458 break;
459 }
460
461 case 0x68:
462 case 0x69:
463 case 0x6A:
464 case 0x6B:
465 {
466 s32 x = list_s16[2] + psx_gpu->offset_x;
467 s32 y = list_s16[3] + psx_gpu->offset_y;
468
469 render_sprite(psx_gpu, x, y, 0, 0, 1, 1, current_command, list[0]);
470 break;
471 }
472
473 case 0x70:
474 case 0x71:
475 case 0x72:
476 case 0x73:
477 {
478 s32 x = list_s16[2] + psx_gpu->offset_x;
479 s32 y = list_s16[3] + psx_gpu->offset_y;
480
481 render_sprite(psx_gpu, x, y, 0, 0, 8, 8, current_command, list[0]);
482 break;
483 }
484
485 case 0x74:
486 case 0x75:
487 case 0x76:
488 case 0x77:
489 {
490 s32 x = list_s16[2] + psx_gpu->offset_x;
491 s32 y = list_s16[3] + psx_gpu->offset_y;
492 u32 uv = list_s16[4];
493
494 set_clut(psx_gpu, list_s16[5]);
495
496 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 8, 8,
497 current_command, list[0]);
498 break;
499 }
500
501 case 0x78:
502 case 0x79:
503 case 0x7A:
504 case 0x7B:
505 {
506 s32 x = list_s16[2] + psx_gpu->offset_x;
507 s32 y = list_s16[3] + psx_gpu->offset_y;
508
509 render_sprite(psx_gpu, x, y, 0, 0, 16, 16, current_command, list[0]);
510 break;
511 }
512
513 case 0x7C:
514 case 0x7D:
515 case 0x7E:
516 case 0x7F:
517 {
518 s32 x = list_s16[2] + psx_gpu->offset_x;
519 s32 y = list_s16[3] + psx_gpu->offset_y;
520 u32 uv = list_s16[4];
521
522 set_clut(psx_gpu, list_s16[5]);
523
524 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 16, 16,
525 current_command, list[0]);
526 break;
527 }
528
529 case 0x80: // vid -> vid
530 render_block_move(psx_gpu, list_s16[2] & 0x3FF, list_s16[3] & 0x1FF,
531 list_s16[4] & 0x3FF, list_s16[5] & 0x1FF, list_s16[6], list_s16[7]);
532 break;
533
534 case 0xA0: // sys -> vid
535 {
536 u32 load_x = list_s16[2];
537 u32 load_y = list_s16[3];
538 u32 load_width = list_s16[4];
539 u32 load_height = list_s16[5];
540 u32 load_size = load_width * load_height;
541
542 command_length += load_size / 2;
543
544 render_block_copy(psx_gpu, (u16 *)&(list_s16[6]), load_x, load_y,
545 load_width, load_height, load_width);
546 break;
547 }
548
549 case 0xC0: // vid -> sys
550 break;
551
552 case 0xE1:
553 set_texture(psx_gpu, list[0] & 0x1FF);
554 if(list[0] & (1 << 9))
555 psx_gpu->render_state_base |= RENDER_STATE_DITHER;
556 else
557 psx_gpu->render_state_base &= ~RENDER_STATE_DITHER;
558
559 psx_gpu->display_area_draw_enable = (list[0] >> 10) & 0x1;
560 break;
561
562 case 0xE2:
563 {
564 // TODO: Clean
565 u32 texture_window_settings = list[0];
566 u32 tmp, x, y, w, h;
567
568 if(texture_window_settings != psx_gpu->texture_window_settings)
569 {
570 tmp = (texture_window_settings & 0x1F) | 0x20;
571 for(w = 8; (tmp & 1) == 0; tmp >>= 1, w <<= 1);
572
573 tmp = ((texture_window_settings >> 5) & 0x1f) | 0x20;
574 for (h = 8; (tmp & 1) == 0; tmp >>= 1, h <<= 1);
575
576 tmp = 32 - (w >> 3);
577 x = ((texture_window_settings >> 10) & tmp) << 3;
578
579 tmp = 32 - (h >> 3);
580 y = ((texture_window_settings >> 15) & tmp) << 3;
581
582 flush_render_block_buffer(psx_gpu);
583
584 psx_gpu->texture_window_settings = texture_window_settings;
585 psx_gpu->texture_window_x = x;
586 psx_gpu->texture_window_y = y;
587 psx_gpu->texture_mask_width = w - 1;
588 psx_gpu->texture_mask_height = h - 1;
589
590 update_texture_ptr(psx_gpu);
591 }
592 break;
593 }
594
595 case 0xE3:
596 psx_gpu->viewport_start_x = list[0] & 0x3FF;
597 psx_gpu->viewport_start_y = (list[0] >> 10) & 0x1FF;
598
599#ifdef TEXTURE_CACHE_4BPP
600 psx_gpu->viewport_mask =
601 texture_region_mask(psx_gpu->viewport_start_x,
602 psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
603 psx_gpu->viewport_end_y);
604#endif
605 break;
606
607 case 0xE4:
608 psx_gpu->viewport_end_x = list[0] & 0x3FF;
609 psx_gpu->viewport_end_y = (list[0] >> 10) & 0x1FF;
610
611#ifdef TEXTURE_CACHE_4BPP
612 psx_gpu->viewport_mask =
613 texture_region_mask(psx_gpu->viewport_start_x,
614 psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
615 psx_gpu->viewport_end_y);
616#endif
617 break;
618
619 case 0xE5:
620 {
621 s32 offset_x = list[0] << 21;
622 s32 offset_y = list[0] << 10;
623 psx_gpu->offset_x = offset_x >> 21;
624 psx_gpu->offset_y = offset_y >> 21;
625
626 break;
627 }
628
629 case 0xE6:
630 {
631 u32 mask_settings = list[0];
632 u16 mask_msb = mask_settings << 15;
633
634 if(list[0] & 0x2)
635 psx_gpu->render_state_base |= RENDER_STATE_MASK_EVALUATE;
636 else
637 psx_gpu->render_state_base &= ~RENDER_STATE_MASK_EVALUATE;
638
639 if(mask_msb != psx_gpu->mask_msb)
640 {
641 flush_render_block_buffer(psx_gpu);
642 psx_gpu->mask_msb = mask_msb;
643 }
644
645 break;
646 }
647
648 default:
649 break;
650 }
651 }
652}
653